szymek's Forum Posts

  • As we are separate products/companies, we can only accept this situation although we can assure all of you that we have tried to reverse this situation many times. We are trying to improve our support to the Construct2 community, we have offered to meet with the Scirra team many times to talk and improve the Canvas+ support and even provide some solutions to some problems that they have refused to implement.

    it's really sad to hear this. But it seems like a matter of Ashley belief: he believes that Crosswalk is better (even if NOW it is not better) so he just don't care about real people experiences. He says: You can make big game with Crosswalk. But in reality you can't make serious, big game with Crosswalk due to it's many issues. Or you can make big game and then feel shame because of it's terrible framerate.

    He is not making any games recently, so he doesn't know this feeling: smooth in CocoonJS Canvas+, slow in Crosswalk.

    [quote:1gruuiwg]We would also like to comment that having the export to CocoonJS as a paid option was a unilateral decision from Scirra and we never saw a penny out of it (and never asked for a penny). We think it is not fair to blame for money returns for a product that we offer for free to the Construct2 developers.

    Exactly.

    [quote:1gruuiwg]We are trying that these modifications do not have to do with Canvas+ as much as we can, and be more related to mobile restrictions, but sometimes it is nearly impossible and minor modifications (one or two lines most of the times) on Construct2 would solve the issue instantly.

    +1

  • SamRock

    ok, good luck then

  • SamRock

    did you put interstitials just after game start? if yes - did it change anything?

  • SamRock

    it seems that you were right about SDKs:

    https://developers.google.com/mobile-ad ... n-networks

    anyway, at least, you have nice fill rate <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • SamRock

    You are right that ads in Asia are quite low: speed up your android / "check out why she is cute" and so on. Anyway: What is your fillrate for interstitials?

    My friend has interstitials just on menu screen and between each level.

    In general I saw that in many mobile games 1st interstitial is visible just after app start.

    Anyway you could read AdMob help, because I'm not sure if SDK for each ad company is neccessary for ad mediation.

  • you can call imaffett if it is Crosswalk issue

    or Ashley if it is Construct 2 issue

  • SamRock

    did you try AdMob interstitials? my friend doing native Java apps is getting 3$ eCPM, so you should earn 6$ / daily with your impressions

    did you try ad mediation in AdMob?

    https://support.google.com/admob/answer/3063564?hl=en

    gamesura

    MoPub is worse than native AdMob ads because there is no bacfill from Google AdSense (= you have little fillrate = less ads). However native AdMob ads + AdMob mediation should works much faster / better.

  • delgado

    did you try Crosswalk?

  • You can ask imaffett

    he is from Crosswalk team

  • newt

    do you know any paid game engine with similar approach i.e. "you can make a great game but we give you 0 guarantee that it will work well. And if you will have any problems / bugs, then well, you can ask some 3rd company for help"? I don't know. That's why I'm using Construct 2 only because I have still hope for ludei team and their work. They got 0 dollars from me, yet they are trying to take some responsability.

    Jayjay

    [quote:1qrl3djl]I'd rather put my money towards Scirra acquiring more control over (or direct dev time and support from) runtimes similar to CocoonJS and Node Webkit (or now: NW.js) than a new editor.

    Exactly.

  • Take it somewhere else then szymek.

    Something is wrong with C2 or Scirra's approach or there are false promises on C2 page -> "Go somewhere else!!!!1111. Leave Ashley alone!!!11111"

    Nevermind.

    There is no point as a for-profit game dev in having the best 2D game engine/dev tool in the world if your exported game doesn't run on any client's computer with reasonable specs.

    +1

  • damainman

    Jayjay

    this thread become one of the saddest topics on Scirra's forum. Yet Construct 2 is still advertised with words like "lets YOU make advanced games!", "professional game development software", "true multiplatform support", "Reliable, Stable"...

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  • so in the end it is better that ludei is depreciated as it means scirra does not do anything to make it compatible (which was already something to expect) while ludei does things to be compatible with C2, which is actually how it should have worked in the first place

    somehow you are right

    There was time when ludei was totally ignoring C2 devs remarks

  • I helped one of the forum members get his 5fps game that would crash on mobile. To 60fps and memory effecient on the same mobile fps under CrossWalk. Use the info however you want.

    eh. I'll expland

    Scirra promotes a no need to optimize and no need to micro optimize. This however is untrue. Not only should you mirco optimize, you should also be wary of C2 own Plugins. Some of C2 plugins will in fact hit your performance hard in ways you wouldn't think so. However if you take up good game design on your efforts, micro optimize, careful use of plugins, replace plugins in some cases. You can get descent running games on mobile.

    1. Sort you images into types and layers.

    You need to take advantage of C2 quircky texture packing to maximize the WebGL renderer. You won't notice this an issue with small games. You will on bigger ones.

    - All ui images are in one sprite.

    - all platform images are in one sprite.

    so on etc.

    2. Each Sprite Object is it's own texture pack

    Right from the get go this relates to 1. Each Sprite object will pack have it's own images packed into it's own sprite sheet. So if you repeat images in 2 different sprites. Then those images will be repeated in more than 1 sprite sheet. So do number 1 is mandatory.

    3. Behaviours carry performance weight.

    Don't attach plugins willy nilly like theirs no tomorrow. A simple Plugin such as Pin. Has curve based performance reduction. It's strange to think that Pin which figures an XY value hits performances. but it does. A few objects with pin is fine. a few hundred objects with Pin, and then you will start to notice.

    4. Some behaviours are just slow.

    I will use this one as an example. I wanted a rotating background in my game. So I made a 2048 by 2048 image. The game currently ran at 60fps with the background not rotating. As soon as I added Rotate Behaviour the performance dropped to 8fps. whoaawhh

    I switched to rotation in the EventSheet and that jumped performance to 30fps.

    I then rotated in the EventSheet every other tick(ie updating the image rotation at 30fps) and the game ran at a buttery smooth 60fps. And there was no visual difference.

    Lesson. Don't use Rotate Behaviour. I don't know why. I looked at the code. Doesn't seem like anything would hit performance. But eh.

    oh the game was running on a 6 year old Tegra 2a Tablet. So we are talking pretty old in comparison theses days.

    I had a link to a C2 game. The developer was showing a video of his main menu. Which was an orbital space system. Where clicking on an area woudl scroll the rotating systems to another set of rotating systems. The planets, moons and start acted as the button interface. This ran at 60fps on a 1core chip with 512 mb. Was buttery smooth, supported 3 level deep parallax layering.

    However I will be brutally honest. Due to Scirra not having a lot of value in micro optimization. this put's far more responsibility on the C2 developers. And new C2 developers just can't cope with the heavy rigid performance design. Most just come in and start making a game. Then use C2 in the most intuitive manner possible, because it's so easy. Then find doing so causes extremely bad performance. The few who I have encouraged rigid discipline and listed tend not to have much in the way of performance issues.

    +1 for whole post

    anyway it would be nice if some behaviors could be optimized by Scirra too (AFAIK platformer behavior is heavy too)

  • Ashley said:

    [quote:1npusu86]we do support Ludei's Webviews. Last I heard, Canvas+ still had memory management problems, which was the #1 complaint, and still has a long list of features not supported (Web Audio, WebRTC, XML parsing...) that lots of users want. Even if you can get by without them, a lot of other users need that, and only the webviews can provide it.

    so from Ashley's point of view Crosswalk is - IN THEORY - better than CocoonJS Canvas+. Of course practice shows that Crosswalk is not better (it is slow, it jitters, it has memory issues too ( ), it has slow audio decoding, it had terrible SSL security issue, it has much bigger APK) but it does not matter for Ashley. Because in theory Crosswalk is better than CocoonJS Canvas+.

    As for now we can only ask ludei for support and wait for their Atomic Plugins for Canvas+/WebView+.