TiAm's Recent Forum Activity

  • Here's hoping some of those features debut in future version of C2 (like, any engine improvements short of an asm.js rebuild). The IDE will probably take awhile to get anywhere near where we can see it.

  • Thanks everyone for the help in getting me APK's. I will try to follow up with the team this week.

    I will also check to see about CW11, but I believe it still has the performance issue that CW10 has.

    If that is really the case, that's bad news. Perhaps it would be better to skip CW11 altogether and go straight to CW12. Why? Well:

    I recently installed chrome beta on my android device. The version is Chrome 42, which is based on chromium 42. My current stable is chrome v40.

    The difference between the two is clear: v42 gets better framerates, and has far smoother motion, with fewer janks, lags, and other awfulness. It's really a major improvement, and is certainly brings a level of motion quality to the table that, while not perfect, is quite acceptable.

    It's possible that whatever opts have gone into effect between v40 and v42 happened during the v41 cycle, meaning that CW12 could finally bring us a new version of XDK export that can compete with v7. Right now, it really feels like we are caught between a rock and a hard place, with the spectre of openssl on one side, and the poor motion quality of CW10 on the other.

    Having to wait months more for reliable exports that won't be removed from the play store at some nebulous future date...well, that doesn't sound very appealing. For some users, it may be enough to spur defection to the enemy camp.

    Gimme a U, gimme an N, gimme an I...

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  • Varies. Sometimes there is a big difference, sometimes none. If graphics are simple (your sig for eg), you probably won't gain anything with brute.

    FYI, 8bit is a good bit smaller than 24bit. C2 can do that, but I like this tool better:

    PNGoo: http://pngquant.org/

    Free batch converter, using same algo as kraken.io/TINYpng.

  • Yup, that's a big problem on android. If you want to help, go here, and star this bug:

  • Basically, this issue seems to have gone into limbo on google's end; they don't seem to have nailed down why decoding is taking so long, and there is no talk of trying to do what FF does (uses it's own decoder for ogg instead of the one built into android).

    An audio-rich android game is basically off-the-books for now, because the load times would be utterly insane.

    Ashley mentioned trying to integrate an ogg decoder into the C2 runtime; an asm.js implement should be nearly as fast as native, which would hopefully bring perf in line with firefox. But...there haven't been any updates on that.

    I'll drop a new msg on the bug report to see if there are any updates.

  • These are great. I hope Somebody is okay though; about 11 days ago he stopped posting and hasn't even visited the site.

  • Really cool project rojohound!

    Anyway, here's some errors I got:

    8 bit issue (seems to happen with spritesheets, but not single images. 24bit png works fine):

    *** EXCEPTION ***

    Failed to load image "images/enemyspawner-sheet0.png". Reason: PNG not supported

    : 8-bit only

    File "<string>", line 261, in <module>

    Press any key to continue . . .

    Also, anything with keyboard commands won't run. Maybe you could allow such projects to boot, even if the controls don't work yet?

    EDIT: curious about newts question. Does your framework support effects?

  • TiAm

    Unfortunately my PM inbox is empty ! i didn't get your email address.

    Here is mine:

    ashraf egyptoon .net (without spaces)

    and thanks for your help.

    That's odd, must've disappeared into the system. Anyway, sent you an email.

  • Egyptoon

    PM'd you my email. You can send me the capx if you want; if not, at least two arm builds with v10 crosswalk: one with WebGL renderer, one with Canvas2D. I'll give it a go and see what happens.

    BTW, your test device is a good match for mine; different hardware, but the performance should be very close (CPU a little slower, GPU about the same, screen rez the same).

    Your specs: http://www.gsmarena.com/samsung_i8190_g ... i-5033.php

    Mine: http://www.lg.com/us/cell-phones/lg-L41 ... ifications

    Here in the states, both would be considered 'low-end'; not impossible to develop for, but you do have to be more careful to optimize.

    FYI, crosswalk is basically a special version of chrome which is packaged up with our C2 exports to run as apps. Unfortunately, chrome is still primarily a browser, and sometimes 'regressions' sneak thru that don't have much effect on browsing, but hit games hard.

    It's getting better with time, and the C2 community has been very vocal on the chromium bug tracker. It helps that other major engines are starting to support webGL exports too (Unity, Unreal), which is bringing major developers into the same space as us.

    Ultimately, this is the tradeoff we live with: efficient, rapid development / tricky exporting and opts.

  • Ok, that is the version I DL'd off google play. Really nice graphics BTW. Runs good on my 'torture-test' low end android, an LG Ultimate 2.

    Do you have the crosswalk 10 version anywhere? There's really no good reason I can think of that a game this simple should be giving you any trouble with performance, except on really, really low end devices, or if something is wrong with your code.

    Do you have any logic that does dynamic reformating of the canvas size or resolution?

    Have you tried debugging with a cpu meter readout? If you do, use a spritefont, and only update it every 0.5 sec (IIRC that's as often as it changes).

    From what I've read, crosswalk 10 is definitely a step down in performance from v7, but your game should still be playable, and those results you are getting with WebGL are way out of whack (it should never, ever, be slower).

    FYI, the performance drop from cwalk v7 to v10 goes all the way back to chromium/blink base, so don't get too mad at Intel on this one.

  • Egyptoon

    What version is on Google Play right now, and how is it config'd? Crosswalk version? WebGL or Canvas2D?

  • If it's a problem in my project why it works just fine if I use Crosswalk 7 ?! Note that I'm testing on Galaxy S3 mini. in my country it's a good mobile phone and it's my target device.

    please check my game on Google play "Propaganda" with a brain picture on the icon, and tell me what to do.

    My Results:-

    Canvas 2d> Crosswalk 7 = 45 fps

    Webgl > Crosswalk 7 = 8 fps

    Canvas 2d > Crosswalk 10 = 8fps

    Webgl > Crosswalk 10 = 5 fps

    Thanks for your reply

    Those results are hard to believe; cwalk10 has certainly exhibited lower performance than 7, but I've never seen anyone report the kind of discrepancy you're seeing. Generally a 10-15% regression, not 500%, as with your canvas2d readings. Speaking of your C2D readings, something is very wrong there: you should not being getting faster framerates with canvas2d, which suggests your device may have a GPU that is blacklisted, and unable to run webGL properly.

    Are you sure you've exported the same project and built it with v7 and v10? What do you get if you preview your game over wifi with chrome or firefox (yes, there is firefox for android)? Have you managed to test on multiple devices, or have a friend test on their devices?

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TiAm

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