TiAm's Forum Posts

  • iOS 8+ is supposed to work great with phonegap.

    Android is hit and miss. And, given how massively fragmented it is -- on both a software and hardware level -- it will likely remain that way.

    Cocoon.io Canvas+ is hands down the best option for android perf-wise, as it is blazingly fast and smooth, and supports cordova plugs and webGL now. However, you have to change one line in the C2 runtime for it to work:

    https://forums.cocoon.io/t/construct-2- ... g-issue/41

    For targeting more powerful devices, XDK export with Cwalk 14 is probably the best; it's a full browser engine that supports more features than Canvas+. Exports are larger though, and perf can't hold a candle to Canvas+ on weaker devices.

  • Ashley

    Specifically, I was working on a game inspired by the Bangai-O series by Treasure. Having way too much stuff exploding all at once was always a Treasure trademark, as was massive slowdown, sometimes into the single digits. Oddly, this actually served to modulate the difficulty of such games by slowing down more chaotic scenes.

    For my game, things generally stayed at 60fps; at times, though, it would reach as low as 15-20fps, usually for brief periods, but sometimes for up to 30 seconds or so. Mainly due to a custom collision system that involved, at times, a few thousand onscreen actors, sophisticated projectiles with the ability to home and reflect off surfaces, and partially destructible tilemap-based levels.

    For some reason, slowdown handled this way always felt really awesome, as opposed to the awful jerkiness of frame-skipping, which always reminded me of trying to watch youtube on a crappy connection.

    Aside from asthetics, as this game was as much a puzzle game as an action game, having unreliable collisions was simply not an option.

    I still think frame-skip is better for typical games that are trying to maintain a constant framerate, with only brief small dips. However, for games that expect -- or even aim -- to produce sequences of prolonged slowdown, I think a fixed timestep is a more elegant solution.

  • Using the ATP Ads plugin in canvas+, ads still crater my framerate by about half. But my device is relatively weak, so you probably won't notice this on all devices.

    Even in my case...half of 60fps in C+ is still 30fps, and 30fps is a lot smoother than it would be in crosswalk.

  • ludei

    Modded export instructions to omit config.xml.

    More importantly:

    In my testing ATP Ads, running the AdMob network, is not running in test mode. It is displaying real ads.

    I know it sounds trivial, but people have gotten in big trouble for clicking their own ads before, even if it was only a couple times. No ad plugin should lack the ability to run in test mode if the network supports it.

    tl;dr: This needs to be fixed ASAP.

  • Ashley

    "Set minimum framerate" is a godsend.

    I literally have a couple projects I had to shelve because, with frame skipping, the potential for unreliable collisions was too great, and because I specifically wanted these games to slow down when things got crazy, instead of skipping frames.

    Basically, I realized I would have to completely bypass most of the internal and third party plugins I normally used, and maintain my own modified versions that would timescale the way I wanted.

    Now I can revisit those projects and use all my usual plugins and behaviors...by just changing a project property.

    So...thanks, sincerely, for finally letting us do this.

  • shinkan

    Edit: Guess we just gotta wait...more.

    From XDK twitter about 5 hours ago:

    [quote:3g5870kg]Embedded #Crosswalk 14 builds are now ready. They will be available to 2170 users via "embedded" version pulldown, very soon.

  • Edit: where do we find the update? XDK is only showing up to version 12...

  • Direct manipulation in realtime? Not really practical at this point, IMHO.

    Got to say though, having the ability to load an svg and bake it into a sprite would be freaking awesome just for the space savings on certain kinds of graphics (eg., complex gradients). Also for creating 'generative' sprites and textures.

  • For those who are wondering, here's how to format and zip your exported project so it will run in the cocoon.io dev app. The file structure recognized by the cloud compiler won't work:

      1. Export from C2, make sure minify is disabled. Atomic plugs don't play nice with it yet. 2. Delete the 'config.xml' file in the resultant folder. 3. Zip up the contents of the export folder, not the folder itself. If you do it right, 'index.html' will be in the root dir of the zip file. 4. Put the zip on your device, open dev app, go to the 'Documents' tab, navigate to the file and select it. Three buttons will pop up at the bottom of the screen: 'Canvas+', 'Webview+', and 'Webview'. Select your preferred environment, and away you go.
  • ludei

    EDIT: Tried with a zip file, and everything is working. Must be a prob with wifi preview. I did have to structure the zip differently than for the cloud compiler; see the post after this one.

    Tried the dev app today...and ran into a pretty bad bug.

    C2's "On Layout Start" trigger doesn't ever seem to fire in the dev app, even though normal exports work fine. This basically make the dev app useless ATM, since any logic under that trigger won't fire.

    This happens in Canvas+ AND Webview+.

    Any idea what could be amiss here?

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  • Thank you for the suggestion. In any case, the link to the plugins is on my signature . Just under the picture.

    Just FYI, in FF/Chrome your sig image is so big that the div has to be scrolled to see the ATP link...might want to shrink the sig image a bit.

  • ludei

    Using AdMob.

    Also, the ATP Ads plug makes C2 projects crash on preview, or any platform that is not Cocoon. This is because plug references the Cocoon.Ad object without testing if it exists. I patched the plug by adding this code to the 'instanceProto.OnCreate' function:

    			
    //Don't run if not on correct platform, or if cocoon undefined
    if (!(this.runtime.isAndroid || this.runtime.isiOS))
    return;
    if (typeof Cocoon == 'undefined')
    return;[/code:36bujtdb]
  • ludei

    One other question: how do we show 'test' ads with the ATP Ads plug? Really not a good idea to be displaying real ads on a dev version.

  • ludei

    Suggestion: Make a thread about the C2 Atomic plugs and post it in this forum:

    Would make it a lot easier to find them, because google is of limited use (all it wants to show is the old cocoonJS omni-plugin).

  • Valhallen

    #1 I've never noticed, but I agree the binds should be consistent.

    #2 is interesting, because properties fill in the 0 automatically.

    #3 is a perpetual bugaboo for me. It should absolutely work the way you describe.

    #4 would be nice.

    A little background on why the editor lags a bit behind the engine:

    Going on the few hints Ashley has dropped about Construct, 3, the primary goal is going to be an interface overhaul. There are a lot of minor -- and some major -- inconveniences with the IDE that have gone unsolved for a very long time, with the basic answer being that the code is very tedious to work with, and even minor changes can be problematic.

    The next version -- see -- aims to fix this by moving to an easier to maintain, cross-platform solution, and making it possible to extend the interface with custom elements thru an Editor SDK.