mercedescolomar's Forum Posts

  • I am also waiting before buying C3 subscription.

    Ashley is there an eta on mobile monetisation plugins?

    Thanks

  • > I'm not going to keep making the same points about native engines, I wrote a whole blog about it already.

    >

    > You should probably come up with a different name to talk about exporters - I equate "native exporters" with "native engines". I think you mean built-in exporters or something like that?

    >

    Yes, sorry for the terminology. As a Designer I speak a different language Built in exporter Is probably more in line what people mean when they talk about native export here.... Completely agree with the case against native, as I've read the blog post several time trying to wrap my hand around it. I could care less what codebase is used if performance is similar.

    So let me rephrase that.... How big of an hassle is it to have a "built in exporter" for mobile development? As a designer I'm jost looking for workflow improvements, less hiccups, and hassle.

    Optimal workflow... Create game. Hit export, upload to Store...

    Current workflow... Create game, hit export, import to 3rd party wrapper, build, get plugins working, .... it's not working... try again.... contact support... if you're lucky. Upload to store.

    I'm only looking for workflow improvements. How you guys solves it it's up to you. I trust you completely... native or non native, i could care less, as long as my game is downloadable from app store without having to use XDK and such.

    Couldn't have put it better!

    I think what the majority of sensible users are asking for is a built in exporter and wrapper all in one, that then spits out an apk/ipa.

    This will definitely cushion the blow of subscription fee disappointment and convince users that the fee is worth it.

    If they can do this then I'm definitely sold!

  • Thanks for linking that. Had a look and what he's doing there is completely different from what I attempted.

    And I'm none the wiser

  • Hi,

    How do I create a flick action that shoots a bullet in the direction of the (finger) flick?

    My attempts so far haven't worked and there's no "on flick" or "on swipe" action.

    Appreciate any help.

    Thanks

    Actually Construct 2 is mentioned quite often in Clickteam forums as there are features in Construct that they want implemented in Fusion 3

    Construct's event sheet system is still the best though.

  • I've recieved a request by email from Cipriux to make a tutorial about How to succesfully build an app using newest Intel XDK and Appodeal ads. So this one will be first and should be done in several hours.

    I will add another request for this

    Much appreciated. And I bought your book!

  • GODOT engine looks great but lacks any kind of mobile monetization options.

    That's a shame

    On topic: I agree with neverk, Construct 2 makes HTML5 games, everything else is a hack.

    And as has been said, a developer should be familiar with and willing to use different tools depending on the requirements.

  • I've only released one game for Android and I used xdk. It was a very simple game, used the built in Admob plugin and cranberry Google Play Services plugin for leader boards.

    First question everyone asked is why it runs so poorly...

    Construct 2 is great software, I love how quickly I can put something together, however, don't expect to make any decently performing mobile games because of the wrapper situation. And the massive apk size, it's so unprofessional!

    I bought the Gamemaker humble bundle and am now using that, still love prototyping with C2 though.

    Perhaps I will attempt an export with Cocoon IO and see if I can get their plugins to work.

    I believe Scirra should provide a lot more built in plugins, especially for monetization and social services. But the nature of it being html5 means you'll always have export and 3rd party wrapper issues.

  • Construct 2 is great, I don't think anyone can dispute that.

    Export options unfortunately are not. And Mobile export options especially are poor. 3rd party wrapper performance is awful at the moment, this can't be disputed either.

  • Thank you for these great tutorials.

    What are the advantages of doing it like this instead of going through Intel XDK?

  • Er...apologies I guess...

    Wasn't advertising, just wanted opinions.

    Although different engines and products are mentioned and referred to almost daily on these forums...

    Anyway, I had a play around with it and it's far from intuitive.

  • Slightly off topic (but not in the context of native exporters), but does anyone have any experience with GG Maker?

    http://store.steampowered.com/app/34740 ... nated__103

    I know it's pretty much http://www.engine001.com/ and made by the same people who make RPG Maker (never used it).

    Claims to have a native android export and powerful visual scripting/event editor and all for a very low one off payment.

    You can download a trial from the enginee001 site.

    Would love to hear some thoughts on it.

  • Ashley

    My small test proves that native export is required even if you make a simple game with no behaviours and only one simple event.

    My test contains 5 moving 64x64 squares. The only behaviour they have is "wrap".

    APK - it runs 40-45 fps and 8-13% cpu on my mobile device (Apk is made via last version of intel XDK and crosswalk 11)

    HTML it runs 58-60 fps and 9-11% cpu on the same mobile device

    .CapX

    This test proves that Intel XDK kills about 15 fps in a very-very-very simple game.

    And now imagine what will happen with complex games.

    P.S. Later I can show you the same test built via native apk-export - you will see the difference. It is great.

    So should an APK have inherently better performance than HTML5 in stock browser?

    APK is dependent on the state of wrappers and they're sorely lacking at the moment.

    Can you do a test with Crosswalk 14 and/or Cocoon IO?

    Also, writing the same game in Eclipse using Java + android sdk will ALWAYS give better performance, is this being disputed?

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  • imaffett Thanks for the info.

    And I confirm that CW14 works great!

    Just build and tested my game on my samsung galaxy s3 and it works perfect! Comparing to CW12 it's a milestone. No junk, no slowdown. even when my game drops to 45fps for some time, the movement was still smooth, while on CW12 it looks like a stop motion movie

    Well done, Thank you!

    Strange, for me the performance is horrible with Crosswalk 14 (embedded).

    After a few seconds it's really janky and stuttery. I haven't changed any settings from my previous Crosswalk 7 build.

    Will try a new project but disappointed

  • Then why not post this .capx so Ashley and others can try it?

    Just moaning without posting an example is less than pointless.

    The capx will likely run smooth as butter. I think what he means is once exported to mobile it will run like crap.

    But that's more to do with mobile export/wrapper options.