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  • What is needed to use all those cores is what's called 'parallelism'. Roughly, that means a program can split it's operations into multiple parts, which only need to 'sync' with each other periodically. At this time, javascript can only do that under special circumstances (Web-workers).

    However, there is work being done to bring parallel support to modern javascript engines, which will eventually be able to optimize incoming code automatically, ie., the code won't need to explicitly request those optimizations.

    tl;dr: In a few years, when 8 to 12 core processors become more common, especially in mobiles, we'll start seeing support for more than 1 core.

  • Ashley

    Oh wow, okay, that's great news. Could you fix the manual entry then? Because it still says the following (which wasted 2 days work on my end):

      Unfortunately at this time Google Play Game Services only work from a web browser. It does not currently work from Crosswalk or any non-browser wrappers like CocoonJS or Ejecta. However it should still work on mobile browsers such as Chrome for Android.

    When I read the info relating to phonegap/cordova, I assumed it meant the plugin would work with Phonegap Build (ie., on Android L), but the above lead me, understandably, to believe it didn't work in crosswalk.

  • Similar to box2d, maybe a hair lower cpu usage. The framerate seems more consistent though. I've only used it a bit, so I'm probably not the best person to ask.

  • As an alternative, a lot of people (including myself) are quite fond of the third party chipmunk physics plugin (courtesy R0J0hound):

  • Well, it's all speculation at this point, but if Xbox universal apps ends up using a framework compatible with C2, I'd say you shouldn't have too much trouble with memory on that platform.

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    No, no, you're missing what's so awesome about this: the dev doesn't need to provide a server, or storage. Google stores the data in a special partition of the player's Gdrive, and pulls it into whatever device the player chooses to use, providing they are logged in with google play.

    Google has some limits on how big an individual chunk of save data can be (3mb I think), but it's plenty big enough for our needs.

  • Ashley

    Is it still true that the official Google Play plugin doesn't work with Crosswalk? If so, is there any chance of support pre-C3? There's a third-party solution by cranberry games, but it's a little rough around the edges to say the least.

    https://developers.google.com/games/ser ... savedgames

    This would be an awesome addition to C2. The great thing about this API is that is provides an easy, cloud based game save solution that allows players to continue progress across multiple devices and OS environments.

    It would also let us upload new versions of our games from different build systems (Phonegap, XDK/Crosswalk, CJS, etc), without having to worry about the player losing their progress.

    It would also be a great backup to Webstorage, which hasn't always been flawless (as can attest). Also, these save files are stored in a special section of the player's Gdrive, and cannot be tampered with.

    It would be doubly amazing if XDK could support this ( imaffett ), as this sort of device-agnostic feature would be very much in-line with the concept of 'deploy anywhere, use anywhere'.

    Would anyone else be interested in this?

  • szymek

    Preload sounds manually at the start of each layout. How long are the sounds? If they are short, you shouldn't have any trouble.

  • Seems like this version either works great...or terrible.

    In it's defense, it is an alpha version. Wonder when the first 0.12x stable is expected?

    Edit: Lunatrap

    Did you try exporting? facecjf said that this version of node was janking for him on preview, but worked fine on export. Just a thought.

  • Well, this is not quite the firestorm that the janking issue was. That affected pretty much everybody, whereas this issue just affects the Android environment.

    So far, another ~40 people starred this since a few days ago, but the jank topic got starred by 400 people, which is a big difference.

    Still, I wish someone from Google would chime in and at least say 'boo' or 'we're working on it' or 'deal with it, plebs'.

    Load time makes a difference, and as it stands, this slow decoding adds a big, unnecessary delay every time someone starts your app.

    I've had to adapt in my current game and stagger manual sound preloads, but that has meant bulking out the intro by inducing little delays on startup for the prescroll, title screen, and menu, for when decoding is taking too long. It's more aesthetically pleasing than "ye ole lodeing geare", but it puts me at a disadvantage none-the-less.

  • Okay, so I've got to actually go alpha/beta before I can preview the listing? That's kind of odd.

    Oh well, at least I know I'm not missing the preview button...it just doesn't exist.

    Thanks for the info codah shinkan

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