Wink's Recent Forum Activity

  • <font size="6">It works!</font>

    OK, after doing an extensive search through the deep dark hidden corners of the internet looking for any type of a hint on how to implement this I came across an email in Adobes email past-bin. Pender said to Adobe that the simplicity of pender is that it gets baked into the project so that the user doesn't have to touch anything but the JavaScript of there own project.

    So I used a not so optimized earlier version .capx of my game Falling Fruit Frenzy, exported it from Construct 2 for PhoneGap, zipped it up, named it app.zip, placed it on my C: drive, opened up the pender-android folder, right clicked on the tools folder, opened the Git Bash command prompt, typed ./pendertools -p C:/app.zip, hit enter, and it baked it right into my app.zip folder.

    I then made another export from the same .capx, zipped it up and left it as is. Then I ran some tests using PhoneGap Build. Here are the results:

    Tested on Samsung Galaxy S3

    Without Pender:

    Here is a screenshot from my phone. Notice how web font works in the upper left corner. Also notice in the bottom right corner It says 39 fps, with 24 objects on the screen most of them moving at angles.

    <img src="http://i46.tinypic.com/14sfll1.png" border="0">

    With Pender:

    Notice how the web font doesn't work anymore just like CocoonJS. Also notice the increase in fps. 50 fps with 31 moving objects. That's a gain of 19 fps.

    <img src="http://i50.tinypic.com/14o0m87.png" border="0">

    I bet if you built this in eclipse it would even be faster.

    Still though my game using CocoonJS runs 60, to 62 fps on the same phone so IMO Cocoon is still superior.

    I would like to see what other peoples games are getting for performance with Pender. Please give it a try and post your experiences here.

  • I wonder what the Publishing Partnership rev share split is?

    "Ludei will help you publish, market, monetize, optimize, promote and distribute your games worldwide through our partner network."

    Marketing is almost a full time job on it own. As a one person game studio Publishing Partnership sounds very interesting to me.

  • The default angle of a sprite is 0.

    0 = Right

    90 = Down

    180 = Left

    270 = Up

    Edit:

    I had up and down reversed. lol It's fixed now.

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  • ArcadEd Yes, thanks for the Git link. I actually already had Git installed on my PC for years now that's how I cloned the repository using Git's Git Gui. But after reading your posts I realized what I was doing wrong.

    I was trying to execute the build command through windows command prompt. lol Know wonder it wasn't working usually when I pull source code from GitHub I edit, and build the solution in visual studios. I completely forgot about Gits Git Bash command prompt.

    Anyway, so once I cloned the repository I opened up the new pender-android folder it created, right clicked on the tools folder, opened the Git Bash command prompt, typed ./pendertools, hit enter, and it built the PenderAndroidLibrary right inside of the tools folder. Simple as that   <img src="smileys/smiley4.gif" border="0" align="middle" />

    Now the problem is how to incorporate it <img src="smileys/smiley5.gif" border="0" align="middle" /> since there is no real documentation on how to do that.

    It says:

    "On Android/iOS, the Pender Client is dropped into a project container, and Pender supplies the necessary js hooks."

    Could it really be just that easy? I mean how would you do this? Import it into Construct 2's game file system? Or try to figure out were to put everything inside of Eclipse?

    Hmm, any suggestions?

  • Well Iv been at it for a while now and I cant seem to get the pender tool to work. I'm trying to build a Android library project from the command prompt but its not recognizing any of the supplied commands from the Quick Start guide. Ive tried different variations of commands in case there was a typo or something but no luck so far.

    Here is the Quick Start guide:

    ##Quick Start

    * open a unix terminal or terminal emulator (OSX Terminal, Windows Cygwin etc)

    * Obtain Pender Source

            git clone git@github.com:lorinbeer/Pender-android.git

    * navigate to Pender-android/tools

            cd Pender-android/tools

    * Create a Pender Android project, omitting -p will create a pender android project in the current directory

            ./pendertools -p /path/to/put/pender/project

    ##Pender Build Tool

    * run the pendertool from the tools directory

            cd Pender-android/tools

            ./pendertools

    executing the script without arguments will create an Android library project in the current working directory.

    * for a complete list of options

            ./pendertools -h

    I cant even seem to bring up the list of options from the command prompt. I must be doing something wrong.

    ArcadEd Have you had any luck with this?

    rfisher No, just the build instructions that I cant seem to get working.

    Arima Yes, this is very exciting. I'm not really sure how far this is from a final but the source from git says that "Efforts are currently underway to upgrade Pender Android to V8". I just wish I could get the commands right so I could try it out.

    If anyone has any luck getting this working could they please post the steps taken here.

  • Yes, they have demos I'm not sure if there games though I haven't got that far I'm still going through all there documentation.

    Here:

    https://github.com/lorinbeer/pender-demos

  • ArcadEd that sounds great! I was going to try to make a quick build before I shared this with everyone but Iv been awake for over 20 hours now, and I didn't want to make any mistakes.

    I hope this is as good as it sounds. I know a lot of people here have been wanting a good open source accelerated option.

  • Hello

    I was doing some research, and I stumbled across this:

    https://github.com/lorinbeer/pender-android

    Has anyone tried this yet?

    It says:

    "Pender is a dom-less JS runtime with a high-performance graphics api implementing the HTML5 Canvas spec. Pender is open source and multiplatform.

    The primary goal is to provide a hardware accelerated graphics api to mobile devices which lack high performance graphics in the native browser. The impetus behind that is mobile game development using web tech. On a given platform, we use an embedded javascript engine to provide faster js processing, and tighter coupling between native and js api's.

    Pender's use case philosophy mirrors phonegap/cordova's: write once, run everywhere. A Pender "client" application is a javascript renderer (e.g. a game engine) expecting a canvas api. On desktop browsers, or any browser with a hardware accelerated canvas implementation (IE9), a shim allows Pender Clients to run without modification. On Android/iOS, the Pender Client is dropped into a project container, and Pender supplies the necessary js hooks."

    After finding this I did a search on it, and all I could find was this slide presentation:

    http://www.slideshare.net/phonegap/pender-presentation-20

    This PhoneGap Meetup post with Cordova-Client and Pender:

    http://www.meetup.com/PhoneGap-SF/events/90110302/

    And a bunch of past-bins of email between PhoneGap, and Pender scattered around the internet.

    It kind of looks like a nice little Open Source accelerated plugin for PhoneGap.

    Just thought I would share this with everyone.

  • Yes, I like the movement to. Hmm, maybe you could use a different method to get the same effect.

    I was just playing around with an idea that should give you the same effect but I don't know how to disable your sprites movement to test it. You could give all your movable sprites a Custom Movement behavior then do something like this:

    On start of layout--> Sprite Accelerate CustomMovement (speed) toward position (x cords, y cords).

  • I took a look at your .capx, and I fixed some things so it will work in full screen. But there were some things I couldn't fix because I only know English.

    The things I couldn't fix are:

    The Fundo1 background image I got it to center on the Tela1, and Tela2 layouts but some place in your code something is making it enlarge, and repeat off to the left. If you can find what is causing this I would just disable it.

    On your evGameOver event sheet I commented that you should just disable your sprites movements, and set them to a set position. this might help with your games FPS.

    Here is your .capx:

    https://dl.dropbox.com/u/43763487/TiroAoAlvo.capx

    Also to make your game run faster you might want to use System EveryX seconds and set it to 1 instead of using system every tick. And because your game uses the physics behavior you might want to use CocoonJS instead of Phonegap it will run much faster.

  • Wink I'm super curious about your FPS gaining technique for cocoonjs. Would you mind sharing or elaborating? Thanks!

    Well actually I use a combination of many different techniques but for the technique I used in my last post on this thread I kind of found it by accident. What I was doing was creating groups for my sprites, and after that I thought it would be better to organize each group of sprites on there own layer to create a faster work flow for adding, and editing things. So I made a bunch of new layers and moved the sprites to there corresponding layers, tested my game, and I couldn't believe the gain in FPS. But now that I think about it Ashly might have enabled the screencanvas rendering mode in the CocoonJS object when I made these changes so that might have helped the giant gain in FPS a little bit. But still not that much.

    Just so everyone knows though I got the 60 to 62 FPS on a Nexus 7, and a Samsung Galaxy S3. These are high performance machines. When I tested it on my 2 year old original Samsung Galaxy S running 2.3.4 My FPS increase only went from 12 to 14 FPS (practically unplayable) to 20 to 22 FPS (just playable). So FPS really depend on the type of devise yet.

    If the CocoonJS cloud compiler ever lets us set our minimum supported OS I am only going to support 4.0 and up. I know this is giving up on a big share of the market right now but by this time next year even new low end devises will have the same performance as the Gallexy S3 does now. That and I wont have to do such heavy optimization on my games anymore.

    Ashley wrote some good advice here:

    The Great HTML5 Mobile Gaming Performance Comparison

    And here are the official Performance tips:

    Performance Tips

    Basically the biggest FPS killers Iv found are:

    1. Sprite font or anything that rewrites itself over and over.

    2. Using the System Every tick event. Instead use the System EveryX seconds, and enter 1. This will give you a dramatic increase in FPS, and it works just as well.

    3.Setting angles, and rotation. If your game requires these set rotation in the animation editor instead of using actions and events, and set angles in the Object Type properties window instead of using events, and actions when ever possible. For some reason I got a 5 FPS increase by doing it this way.

    4. Large, and or to many sprites will kill your FPS

    5. The physics behavior is a performance killer period. Try faking physics instead with the bullet behavior, or the platform behavior.

    6. Semi transparent sprites, and use of a fader will also lower your FPS.

    Making mobile games is almost more of an art form than an exact science. Every game is different, and you can't have it all quiet yet but it's getting there. It's just a lot of trial and error, and a whole lot of testing but that is what being a developer is all about.

  • Zhaakal Thank you <img src="smileys/smiley1.gif" border="0" align="middle" />

    dformer Thank you. I'm sorry it wasn't playable for you on 2.2.2. The oldest OS I could test on was 2.3 Gingerbread, and right now Ludei cloud compiler doesn't have options to set minimal OS support, or required permissions. This is unfortunate since I cant rate this game for everyone because of the permissions. But Ludei is going to be releasing a new update to there cloud compiler this week so hopefully it will have these options in it so I can correct these settings.

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Wink

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