szymek's Forum Posts

  • Aphrodite

    I agree. Someone needs DOM elements + 1 screen game = Crosswalk will handle this. Someone needs many layers, animations, smooth play = CocoonJS will handle this.

    Anyway: it would be nice if ludei could contact Boris van Schooten, guy who made gles.js and exchange their experiences.

    Because as for now they really care.

    (ok, those guys from Crosswalk too, but they can't change Chromium)

  • Ashley

    my game was exported with CocoonJS and downloaded 15.000+ times. My Google Play dev console shows 11 (!!!) crashes for all these downloads.

    so what is better: to have smooth game with CocoonJS and 11 crashes

    or jittering crap compiled with Crosswalk?

    I think I know the answer.

    Aphrodite

    the problem is that Crosswalk is not reliable now; and people (including me) are tired waiting and

    listening to excuses. But as I said many times: I hope that Atomic Plugins in ludei cloud service will add energy to all C2 Android apps.

  • Aphrodite

    audio decoding in Chromium is 3-4x slower than in Firefox;

    so Crosswalk games with many audio files will load forever

    mailalon

    try Crosswalk

    and try CocoonJS,

    and see what works better for you

    I checked my game, it was jittering in Crosswalk,

    and smooth on CocoonJS,

    but I'm still waiting for native AdMob ads in CocoonJS

  • Ludei Canvas+ on Android: smooth, but still no native ads in Ludei cloud service.

    Crosswalk on Android: slow and jittering, slow audio decode, AdMob ads slowing down app.

    PhoneGap on Android: it depends on your Android version.

    Ludei WebView+ on iOS: very smooth, I'm not sure about native ads (@Silverforce).

  • TiAm

    [quote:me201z44]Scirra isn't Unity, and I don't expect or want them to become that.

    the main difference is that Unity takes some responsability. Scirra does not.

    Problems with CocoonJS? Ask Ludei.

    Problems with CrossWalk? Ask Crosswalk team.

    Problems with Chromium? Submit a bug. Star issue.

    Any other problems? Ask... submit... wait for better future.

    and without FREE ludei support both iOS and Android export options would look like really bad.

  • TiAm

    Thousands of native developers are earning thousands of dollars on Android. So I guess that it's worth And you don't need special computer (Mac) or expensive phone/tablet to test your apps and you don't have to pay yearly fee for AppStore. Of course you can always deploy your game on iOS and double your salary.

    And if you create good game (not crapware), then you can easily get good money with native AdMob and intertitials (3$ eCPM).

  • saiyadjin thanks for the link <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    http://tmtg.net/glesjs/

    [quote:3fr29qo5]For those who want to package their html5 game as an app (I certainly do) there is CocoonJS and Crosswalk (based on Chromium). I did find CocoonJS significantly faster than Chrome, but it still failed to produce sufficient speed on my tablet.

    [quote:3fr29qo5]Since WebGL is virtually identical to OpenGL ES 2.0, which is available on any recent Android device, I was surprised with the low performance. I've seen my native apps do so much better. WebGL on mobile should be a better fit than WebGL on desktop, not worse. My suspicion is that Chrome/Chromium has a lot of security/safety/sandboxing overhead, and/or uses a renderbuffer compositing scheme for handling canvas scaling and HTML element overlays that doesn't play well with cheaper devices. CocoonJS probably has some of the same problems, in particular with regard to compositing.

    [quote:3fr29qo5]At this point I have two games and some pixi.js and phaser.js examples running, and it looks good! I managed to whittle down the base APK size to 1,3 Mb. I've tested it against Chrome on several devices, but I guess evidence remains somewhat anecdotical. My experience is that gles.js indeed runs faster than Chrome, speed difference varies across devices. It's like between 50% faster and 5 times (!) faster. It also runs smoother, that is, where I often see small hiccups in Chrome even on fast devices, gles.js runs the same code silky smooth 60fps, which has become the norm on Android nowadays. And my limited testing with CocoonJS also indicates it's faster than their implementation.

    [quote:3fr29qo5]I am happy to report that my second game, Tsunami Cruiser, also runs! I quickly made a gamepad port for the Ouya. I was quite surprised it runs at 60fps on the Ouya, as this beast is not well optimised and has like 2,000 particles and 100s of line segments and tons of trigonometry. CocoonJS runs this at around 40-50 fps with hiccups. Not bad, but the hiccups look terrible. I also ran it on the Moto G, where it also runs at 60fps (note you cannot move yet on Android). CocoonJS manages no more than 30fps on the Moto, and Chrome no more than around 20. So again, gles.js is consistently faster.

    I know that Scirra will stick to slow CrossWalk because it's just easier for Ashley, since he is not making games and thinks that C2 devs can wait forever. But maybe ludei could contact gles.js author and use his knowledge? Or anyone else? Just dreaming...

  • Egyptoon

    I downloaded your game from Google Play

    and run it on my medium CPU phone (26.000 points in Antutu);

    it was not bad but still no butter smooth, 60 fps

    so Crosswalk is not good even for very simple games

  • Ashley

    I'm already waiting 3 months for smooth Crosswalk OR native ads in CocoonJS. And I still have to wait. So it does not matter if Chromium team is working on this bug https://code.google.com/p/chromium/issu ... ?id=422000 or new bugs. Crosswalk was not ready in the past, it is not ready now and it will not be ready in near future.

    That's why so many people are using CocoonJS by Because it is more important to have smooth game on new mobile phone than possibility to use WebRTC, DOM elements etc.

  • danielvtan

    topics like

    shows us that Crosswalk is not a good solution for Android export (framerate issues, slow audio decoding...) and CocoonJS was deprecated.

    so "official" Android export options for Construct 2 are just bad.

  • spy84

    Ashley said:

    "Lots of users are successfully publishing to iOS and Android. (...) AFAIK things are working well at the moment."

  • ludei

    it's almost April...

    and still no Atomic Plugins in Ludei Cloud Service?

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  • michael

    Scirra's excuses are pathetic (always about waiting and better future; btw. jittering Chromium issue was submitted almost 6 months ago, lol) but I disagree with mobiles. For really good game/app you need money, and small mobile apps (with native ads) can help you gain enough money for something bigger.

  • michael

    I still have hope for ludei Atomic Plugins, now waiting for update of their cloud service,

    because as for now only Canvas+ [Android] and WebView+ [iOS] are good enough

    for anything more complicated than Flappy Bird clone

    "both C2 and C3 are much more likely to remain a prototyping tool"

    prototyping and education tool

  • michael

    megatronx

    but you know, Google is not selling Chromium as a game player or game engine...

    it was Scirra's decision to put everything on 1 card: Chromium

    and now so many C2 devs suffer