Usman Haq's Forum Posts

  • every one has this HUGE proble of apps being VERY SLOOOW under Android and no one....believe us.... you can see a lot of post explaining this very dangerous problem, because with spending so much time in development, and after the app is not working because the app is terrible slow...then....you get in trouble...

    This is a very common and known problem with Construct 2. Honestly, it's both the Developers and Construct 2 creators fault. Developers are not knowledgeable enough about C2 and its limits with Mobiles, and they do not constantly test. On the C2 creators side, is that they have not provided Native Exporter option. Native exporters will not improve performance, it does not make any sense that they would so either, but a Native Exporter would allow the implication of Ads, IAP, and Local Storage to much smoother, since we'd then be dealing with software straight from the software we created our games from. Also, testing would be easier. Construct 2 could be the ultimate 2D game creator, but Scirra is young and has yet to grow.

    Also, your paintings look great!

  • I singed in cocoon.io page and did several tests.

    the first:

    Construct 2 export (Android 4.4 kitkat) ->

        -Canvas + Worked very fast.! Excellent! 6mb file size

        -Webview Worked extremely slow! 1mb file size

        -Webview + Worked very fast.! Excellent! 21mb file size

    Construct 2 export (Lollipop Android 5.0+) -> Android upload error

    Well, I guess that solves your core problem. Don't know what's wrong with the Error though....

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  • Veeeeeryyyyyyyy SLOOOOOOOOOOWWWWWW

    please helpppp!!!

    Have you tried the Cocoon.IO? Like I recommended in the other post you made.

  • But Ludei, cocoon is not FREE. i aslo export my project with cordova, and then use Intel XDK and export to crosswalk android, but its really really really slow when you play the game on the mobile.

    you can ALSO read this: https://www.scirra.com/forum/problem-with-intel-xdk-games-run-very-slow_t163388

    The Cocoon.IO is free. There are other plans that have their own benefits, but the only real draw back for the free account with the Cocoon.IO is the Splash Screen. Which take $500 to remove (Real fricking crazy). Other than that, you can have two projects uploaded to their cloud, and do whatever you want with them.

  • Yeah Intel XDK's performance become slower with each new update, so i'm a bit worried.

    I just successful exported my game via Cocoon.io, but my phone's heat is pretty high just from playing for 5 minutes.

    Why is that though. WHY MUST IT HEAT UP?!?

  • > Try out the Cocoon.IO. Canvas+ is fast.

    >

    my post got deleted?

    I'm not sure how to do this, what do I export as to upload it to cocoon?

    Are you reading the guide closely? It quite literally says to choose the Cordova export. Hope I don't sound rude, just look at the guide and follow it. Read it step by step. Visit the Cocoon.IO website, that should really help as well.

    Again though, glad you asked.

  • > Cordova gives you the files to use with a third party wrapper.

    >

    Doesn't that mean I need to have a website?

    > Try out the Cocoon.IO. Canvas+ is fast.

    >

    Is this free?

    it has upload, what do I export as?

    Here's a full on tutorial. If you get stuck, go ahead and ask.

    https://shatter-box.com/knowledgebase/c ... nstruct-2/

  • Try out the Cocoon.IO. Canvas+ is fast.

  • 01lifeleft, has a game exported with Cocoon.IO in his banner. I bought it, played it, and it runs fine. I'm currently testing my game with the Cocoon.IO Developer Apps and everything is going good, just haven't made a android app with it yet. Also, my game does not use Physics so I probably cannot help you there.

    luisgmolina, try out the Cocoon.IO. Intel XDK has almost always been slow compared to the Cocoon.IO. So try out the Cocoon.IO and see if it helps. The Canvas+ is extremely fast. Although there are ongoing compatibility issues with the Cocoon.IO but they are being worked on.

  • What did you export it through? I mean what export option?

    Did you use Intel XDK? I'm confused on what you used to test your game.

  • For those of us who would like to make an honest living selling the games that we've worked so hard on, the "freemium" game model has destroyed the game economy. Runaway deflation means that it seems that very few are paying for games outright anymore. Now the fees are hidden. Either the player has to be subjected to a stream of ads or is nickel and dimed to death to get upgrades that would have been included in a game of yesteryear. Of course there is no one to blame but the game designers - us. I saw the same thing happen to the book self-publishing industry. To get high ratings, people started selling their books for the lowest price possible, even going so far as to give them away for nothing. It's a sad state of affairs for those of us who have families to support and who would like to be able to make a living doing something we love. Is several hours of entertainment worth a couple of bucks? I think so. Think about movie prices - $10 bucks for 2 hours (or less) of entertainment. I'm offering several hours of entertainment for 99 cents. I remember when all video games came with premium price tags but now consumers are spoiled and don't want to pay anything for their fun. Can you blame them? I guess I'm unusual in that I still don't mind paying for video games. I PREFER not having ads shoved down my throat while I'm trying to relax and I don't want to pay for upgrades that should be an intrinsic part of the game. End rant.

    It is strange that there is this pool of videogames that are free, and yet they make so much money. Players spend money on the choice they made freely. If it's something they enjoy, then they are willing to spend money on advancing their enjoyment.

    Does the freemium model suck? Oh Yeah. The times have changed and with it, the industry has too.

    Btw, I played your game. You need to realize that the app store is vast and people look for exceptional art work first. Your heart was definitely there with the game, but the art work is not. It's not your fault though, creating good art work is difficult, and hiring artists is expensive.

  • I guess you'll need to load the storage before you need what's in it...

    Aha! So would you recommend creating a dedicated event sheet just for the loading of the those values?

  • I just started learning Local Storage and have a question:

    Are all the Local Storage events suppose to be put into the first layout of the game?

    So when the game starts, the values load right then and there, right?

    Because I have things such as Player Coins, Player Power Ups, and Player Score that need to be saved (Which is why I'm using the Local Storage) but am I suppose to run the events that control these in the first layout of the game?

    Of course events pertaining to saving the Local Storage Keys when they are changed happen on different layouts because there might be change on that layout.

  • Basically I need someone to code the local storage and IAP logic within my game. I simply do not have the time to do it myself because I am ultimately devoted to developing the core game and getting it finished.

    I am not exactly sure how to pay someone for doing this though or is it even possible to let some ELSE do this for me?

    If you would like more details please ask or PM me.

    Thank You!

  • Amazing looking game! I will definitely buy it, not yet, but I will soon!