Usman Haq's Forum Posts

  • I really think that CocoonJS is the future for mobile gaming with Construct 2.

  • > I just found this thread again and I have to say that I'm pretty surprised that CocoonJS is still a thing.

    > To be honest I never really used CocoonJS export and the including functions that it offers, is the overall

    > game performance better than the current Intel XDK (Cordova) method?

    > Are there any comparisons between Intel XDK apps and CocoonJS apps? (Android specific)

    > Also I would really appreciate any links that help me to get more information about the whole CocoonJS exporting process.

    >

    > (p.s. sorry if this is kinda off-topic)

    >

    Well, we have several environments in which you can run your project.

    If I have to compare, I would say Canvas+ is the best in performance but it is just recommendable for canvas based games. Then we have the Webview+ (Chromium based for Android, WKWebview for iOS) and finally the System Webview (the one inside each device).

    • What it is commonly known as CocoonJS is Canvas+.
    • The Webview+ is a crosswalk-like solution.
    • The System Webview would be something similar to phonegap.

    About the exporting process, it is different depending on the cloud. In the actual one, I would recommend the CocoonJS exporter. Even if it appears as deprecated, it still works.

    In the new cloud (the one we will release as beta next week), as it will be based on Cordova, it is necessary to use cordova the exporter, as I explained in the previous posts.

    Yup. Been testing with the CocoonJS launcher app for a while now. The performance on mobile with Canvas+ is really good and any issues I encounter, I can usually fix.

    Good Job.

  • Hey there, I know it's been a long time since this post was last looked on but can you please post a Example CAPX of this? I would really love to see how this is handled and how it goes with my backgrounds.

  • I've been testing my game on my HTC One M7 via the CocoonJS app launcher. It's going great. My prototypes were using quite a lot of physics objects and the FPS was around 40 to 50 with quite a lot of objects in 0 gravity.

    Currently however, I've stopped using the physics behavior and am now using the bullet behavior because it's better performance wise and all around easier to work with.

  • I do not want to sound like the "Well it depends" guy, but it really does. What device will you begin to test it on? 100 lvls? That would require 100 layouts, but the amount of layouts and performance don't go together. It is what's happening within the layout, that will effect performance. 10-20 objects? That does not seem like enough to effect performance. I've been prototyping a few games in the past with about 50+ physics objects in a 0 Gravity setting, with the collectibles spawning particles and the performance did drop into the 40s FPS but anything below was rare and the reason for the FPS dropping was the particle spawning.

    The testing was done with my HTC One M7, via the CocoonJS App Launcher. Since then, I haven't done any testing with physics, since I've found the "Bullet" behavior to be a better choice for the game I'm creating.

    So no, I do not think you will experience serious performance issues if you know what you are doing.

    Then you've got the whole "Construct 2 games on mobiles have terrible performance!!!" across the C2 community, but strangely and fortunately I haven't experienced that yet.

  • I do understand the appeal of the creators of the engine, showcasing the capabilities of the engine. Although, Ashley and generally the entire Construct community have given the tools and peace of mind to build extraordinary games. Something that is my goal to do with this engine.

  • Thank you Stain! I definitely learned something to help me with future projects.

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  • Historical issues of communication troubles between scirra and ludei

    to be honest, it seems to be better that way.

    Is it really? The amount of complaints that are given about performance being terrible on mobile devices is quite a large concern in the C2 community. Ludei seems to offer a good exporter that improves all around good performance . Communicating is something that take a lot of time and understanding and I think they should give the effort because it's the consumers who have so much to gain from it.

  • So I've already got spawning a control stick to spawn wherever someone touches the screen, but when I put the control stick on a layer that has a parallax of 0,0. It spawns way off. The control stick needs to be on a HUD layer so it doesn't go off screen (obviously).

    Why does this happen? I mean what's the problem when I put it on a HUD layer?

    Here's the CAPX to show the problem: https://www.dropbox.com/s/tuubc69cpny20 ... .capx?dl=0

  • Download the CocoonJS launcher app. Export your capx through Cocoonjs. Once you've got the ZIP folder of your game, put it on your phone. Launch the open your game via the CocoonJS launcher app.

    I've been using the CocoonJS launcher app for a few months. Haven't actually a compiled a game with CocoonJS, but the performance I get with testing my game on their is quite something.

    As always, test often.

  • This is quite something! Thank you Ram, I'll keep experimenting with this.

  • I've got multiple enemies on screen following the player. After a while, the enemies overlap each other and become one. What I want is for the enemies to leave spacing between each other while following the player. It doesn't even have to be complete spacing but enough space between the enemies that you can see most or all of them, when the player is moving.

    Here's the CAPX: https://www.dropbox.com/s/07p9ovqjltvmu ... .capx?dl=0

    Simply drag the control stick in the bottom right and after little while, you'll notice the enemies will begin to overlap each other and become one. Unfortunately.

  • Hm. I'll try it out and get back to you. Thank You.

  • Woah! As a newcomer to Construct 2 and after reading throughout this entire post, it seems that the root of the problem is the lack of any other programmers. Seriously, with my time here, I've learned that there's only one or two people that develop Construct 2? I mean it's quite impressive at first but now it seems like that's beginning to be the problem. Yes, it is your product and you can do whatever the hell you want to do with it, but for a product to advance and a company to flourish you need helping hands that aren't just your customers.

    You've ridden this solo for long enough, it's time to get other people involved with what you're passionate about, in order to improve it.

    As for my experience with Construct 2, and using it as a mobile video-game development tool. It's been going. That's about it. I've gone through so many game ideas and thrown away so many. NOT because of performance issues, simply because they were just bland game ideas. Although, now that I've gotten a grasp of what I want, I soon lost myself within game development and began testing on mobile with a physics based engine game. Constant testing soon revealed that I do have to be frugal on what I can do, or at least smart on how I go about doing it.

  • Basically how would I make a aurora effect around an object? Is this more animation side? Or is this doable within Construct 2?