Arima's Recent Forum Activity

  • It's not optimal, but you can select the section of the forum to search instead from the list.

  • BluePhaze - Whoa, yikes - hope you get better soon!

    thehen - I won't be there this year, but do tell us how it went! I'm interested to hear about it from the perspective of a C2 user. :)

  • Thanks for the great answer!

    If I have other question it would be... what is the most intense Construct 2 project that's been exported to mobile devices? Like with the most characters, animations, rules etc that are in one single scene?

    I would love to see that to see if my future projects can run on it as I wanna make money on the App store with some pretty big games. :)

    I don't know if loot pursuit is the most intense project at any one point, as I'm optimizing as much as possible, however it is a substantial project. The main problem right now is memory management, which Ludei has said they've started working on. It was running fine on my iPhone 4S until I started using more ram than the device has (still runs fine on my pad 3 which has twice the ram), hopefully ludei's implementation will fix that problem (it sounds like it will).

    > Lovelocke64, actually by now, with Node-Webkit, C2 is almost as powerful as CC for desktop games, and it has so many benefits like active community, constant updates, more features, etc.

    Not trying to start anything here, but "almost" doesn't "equal". For my purposes, Node-Webkit is tricky to get video playback working, and for (enough) other users, they experience glitches ranging from unpredictable performance to audio glitches.

    I'm sure the same errors can creep up in Construct Classic, but nothing beats native export like native export.

    Besides, for our OP's requirements, iOS/Android development, whew. The Android development side of exporting requires even more troubleshooting to get "right". Another issue of the long-winded talks on "native export" support that pops up weekly on the forums.

    Although I haven't tried video in C2 yet, the lack of complaints about it makes me think that video playback was worse in CC, as in CC there was virtually no control over the video, it always has a control bar, and I seem to recall I couldn't even destroy the object. It was basically useless. :(

    CC export wasn't perfect either, players of CC games would sometimes report crashes. Besides, for every thing CC does better, which isn't much, there are a bunch more things that C2 does better.

    Also, I apologize if I'm misunderstanding, but it sounds like you're implying native export to android would make things easier - but from the developers I've heard from and talk to, native development sounds even worse! Hundreds, if not thousands of devices running tons of various modified versions of android with different hardware specs that often don't even support the features they claim to support. Native export is not a silver bullet that is always better at everything. It's no wonder scirra's competitors are taking so long to update if they're trying to make a native android exporter by themselves.

  • The ipad 1 and iPhone 3GS are very under powered. Can they even run iOS 6? I seem to recall hearing that they can't, which means from my tests means you're getting about 33% less performance as a result compared to iOS 5. I don't know how many fps are possible to get out of those. You can check for what's causing the slowdown by backing up your project, then deactivating batches of code like the collision detection or making objects invisible and watching what it does to the frame rate. Common performance problems are caused by collision detection and overdraw (too many pixels being drawn per frame, a background with a sprite on top of it means those pixels get drawn twice).

    You could run a test deleting objects in the layout, and if it helps, then splitting it into more layouts might be the way to go - or you could code it to dynamically create and delete instances based on their distance from the player, or you could bug rexrainbow to write a plugin to do that for you, since he's considering making one that does that already. :)

    http://www.scirra.com/forum/forum_posts.asp?TID=62131&PID=395757&title=plugin-instance-bank#395757

  • It would be fantastic for tons of types of games, platformers, RPGs - especially for mobile optimization! I was planning on making a system that did that myself with events, but a plugin to do it automatically would make it a lot easier!

  • Niiiiiiice, looking forward to that plugin! :)

  • Ask about potential JavaScript performance enhancements - cocoonjs is lagging behind safari in that department.

  • Great to hear! :)

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  • This has been brought up before recently: here's Ashley's response.

    Some of the performance problems on mobile are non-obvious, like overdraw. I've read that many current mobile devices can only redraw the screen three times per frame at 60 fps - and then there's the fact that semitransparent pixels take more work to draw, etc - so even with a native engine games need to optimize.

    HTML 5 isn't as fast as native, it's true, but it's closing the gap, and if you optimize well, you can get better results than you might expect.

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  • I agree that not being able to drag an object under another if it has sub events is annoying, it should be unnessecary to have to do what R0j0hound describes above every time.

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Arima

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