TiAm's Recent Forum Activity

  • So, what kind of performance should I expect on a low-med powered device? Specifically, 1.2ghz dual core, android kitkat 4.4.2, 800x480, antutu score of ~13,000?

    Have tried a couple of my own projects, as well as some of the scirra templates (space blaster and ghost shooter). Framerates aren't that great, ghost shooter rain demo get's about 10-12fps, space blaster maybe 20-30fps (just a guess, have to re-export with fps meter). Ghost shooter reports webgl.

  • I guess $9.99 a month isn't bad for dropbox, but I don't need 1TB of space. Wish they had something like a 'Pro Lite' plan for $2-3 a month with less storage, but all the features. Kind of like how google drive has 100gb for $1.99 a month.

  • Maybe create multiple 'Player' dictionaries at runtime, one per player? You can then pick them by giving the dict an instance var and storing the player name/id in there.

  • Kan

    Well, Ashley works. Editor requests tend to go a little slower though; apparently it's a lot harder to work with than the engine itself.

  • ArcadEd

    #2 is probably my issue; the game that hung up has a custom plugin in it. Easy enough to take it out though, it's not integral to the game.

    Tried another project and it exported fine, though it runs quite slowly. I think that's just the project itself though. Too many flying bits of pixelated carnage.

  • newt

    Gave google drive a try a while back, but I couldn't get it working either. Dropbox used to work great, but now, not so much.

    IndieKiwi

    Thanks for the link.

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  • Hmm...well, with the updated plugin I was able to compile and install the resultant apk. When I start it, I get the splash screen, which stays up for maybe 2-3 seconds, then starts flickering madly (on/off every frame). Game never boots. Changing device orientation causes the flickering splash screen to disappear, then the screen goes black. Game never starts.

    Gonna try another project and see...

  • ArcadEd

    Thanks a lot! I was having trouble figuring out whether the new plugin was necessary or helpful for android. I tried to export stock from C2, but the cloud compiled apk wouldn't work. Will try w/ the new plugin.

  • So, I'm looking to test a couple of my current projects on my new android device. It's a smartphone, 1.2ghz dual core, running Android 4.4.2.

    I've done some exports with crosswalk, now I'd like to export CocoonJS versions for comparison. All the official documentation on Scirra is out of date. So...where do I start? What do I try? Is it even worth bothering with CocoonJS for android?

    Any input would be a big help...

  • Used to be we could export a C2 project to dropbox or google drive to preview it. None of these solutions seem to be working anymore. Anybody know of any alternatives (short of buying hosting just to test your game)?

  • What would go a long way towards solving the issues with node-webkit would be to maintain support for the last 2~3 versions so that developers would have options at export when/if something breaks.

    Take the current situation with node: v0.11 inherited terrible frametime consistency (janking, jerking, whatever you want to call it) from chromium v38. Now, rolling back to the previous version (0.10.5) fixes this. All is well and good, right? Not exactly...

    The problem is this: if some change to C2 breaks compatibility with the older node-webkit, Ashley isn't likely to fix it ('update to the newest version of node, we don't support that version'). This leaves us SOL until a new node rolls around that works better. Or, we have to stay on an old version of C2.

    Ultimately, unless you are literally coding your game from the ground up, you have to place faith in something: an engine, a set of libraries, etc. No choice will be without problems.

    Likewise, if you are aiming at multi-plat developement, some platforms are going to be much more problematic than others (Linux, Android).

    But for C2, I don't see any reason not to maintain some level of backwards compatibility for node-webkit. After all, it is our ONLY desktop export option.

  • Much of the C2 syntax (comparators, symbols, functions, etc...) is based on javascript.

    No coding inasmuch as you can 'block out' a game with behaviors and plugins, with just a few events to 'glue' things together. A great way to brainstorm and prototype. Later on, you'll gravitate more towards events where you have more control over things.

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TiAm

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