jayderyu's Recent Forum Activity

  • The engine can do it fine. In fact making a Tower Defense game has become a breeze. my daughter was tinkering with one recently. However I can't speak for performance for mobile. That will depend on what the hardware is.

    If your using CocoonJS your on the right track

    iPad 2 should be fine

    Android with a Tegra 3 or equivalent should be fine

    Anything less(ipad 1, ipod touch 4g or less, Tegra2) I wouldn't let the game run on.

  • You can't. Families are an edit time created component about shared behaviours and variables. if you need an object to have the behaviour before hand give them the values or put them in a family in edit time.

    If you mention what your trying to achieve we might be able to offer some alternative solutions.

  • That is a nice game :) aliens, sprituality, makes me think new age :)

  • I'm really impressed. The controls were well done. It felt like I was controlling ken reasonable well. Though I miss dashes :D

    I would like a tutorial. I plan to do a fighing game after my current project. I could use some of techniques you have found from your own trial and errors :)

  • that looks promising. Sorry for the late capx. been a bit busy :D

    dl.dropbox.com/u/14087254/performancetest.capx

    It constantly creates balls as along as the FPS is greater than 40. 40 being arbitrary for reasonable smoothness performance. The balls are 50% transparent to push accelerated canvas. There are of course a lot of other effects that could be added, but I thought this was simple.

    It also has a current ball count. i find that once and a awhile performance improves for a bit or dips that effects the ball count.

    I'm hoping for 100 objects at 40fps running at 720p :)

    and rfisher thanks for all the testing. I'm looking forward to getting my hands on mine come March or April.

  • I don't have a Mac, but I understand where you coming from. I think it's ironic that C2 which produces agnostic OS games is in itself not agnostic :D

    Keep searching I'm sure I saw a thread about this and someone getting it running. Good luck :)

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  • Checks the templates on creating a new project. There are instructions for such things :)

  • yeah, Ash does good performance testing. But I haven't seen an Ouya yet with the Tegra3. Though I suspect it will get apx the same performance as modern nexus devices with the same chip. I was reading Ash performance guide last night :)

    Ok. I'll send a capx in a little while :)

  • BluePhaze, yes you are correct. My viewport is 720p, but my layout is is at 960. The reason for this is to be compatible later with iPad and less landscape. However this is not the point of the discussion :D My error was mostly just doing a quick check of the layout and not checking project. I usually don't remember these numbers at all. I figure a wiki look is fine :D

    rfisher, ooh perfect person to talk too. As I'm focusing on the Ouya first what could you maybe test out a couple of experiments.

    100 Bouncing balls(bullet)

    1280 x 720

    960 x 480

    640 x 320? or is it 240?

    and if 60fps can be maintained how many bouncing in the lower res can be done before hitting the performance of 1280 x 720.

    If I had an ouya I would do these my self. I also wish CocoonJS would work :(

    I personally don't mind running a game between 20-30fps, but I find C2 tends to fluxuate a lot due to the factors that bring the fps down to these levels. Often I find lower FPS is not the problem is the fluxuation :(

  • Thanks for the info. So as I understand

    resolution will effect? affect? render performance. So on slower hardware or limited rendering ability a lower resolution is better. This is what I was looking for. i wasn't sure if the game being up scaled to full resolutions on mobile technologies(android, ios) would have an impact.

    So assuming the logic is ok. I should lower resolution for speed performance. that's if I need it.

    Ok thanks. I'll do some extra testing :)

  • Well I'm working on an Ouya game. I planned for 720p(1280, 960), I'm hoping that CocoonJS will be ready shortly after the release. However it's still mobile technology UIWebView on a Tegra 3. From this I'm concerned about performance.

    I'm usually a bit of a minimalist for graphical scenes and don't do multi layer scrolling. I am however going to at time have around 40 to 80 moving objects and some Spriter based animations.

    Up to 4 players consisting of 3 collision boxes and the spriter animation

    20 to 30 fireballs max

    20 enemies on screen max

    10 moving platforms max

    Based on say 100 moving objects a dozen collision checks do I need to be worried about performance.

    And what it comes down to out of this. Should I lower the resolution to ensure a more consistent playable rate? Should I instead aim closer to

    960, 480

    640, 480

    480, 320

    Would using a lower resolution scaled up to Ouya or higher res output have better performance or would it make no difference since it needs to scale anyways?

    I may be making the game for an aim on the Ouya, but I plan to get it onto other Android, IOS and PC's too.

    I figure now before the content and levels are create to get this sorted out. I don't want to have to redesign 40+ levels down the road if I drop resolution :D

  • Performance is very device dependent. I suspect it has to do with how the OS handles UIWebView. On IOS performance seems overall descent. Though I woulsn't suggest any intense physics until C2 binds to CocoonJS accelerated Box2D.

    On Android however performance is a major hit or miss. My Acer A500 with a Tegra 2 is constantly a miss with performance for anything practically constantly between 5 to 30 with sometimes slower than the browser. However I've heard others with other devices get performance at 30-60 range.

    Hopefully some adjustments will be coming in the next few weeks or month that overall improves performance :)

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jayderyu

Member since 11 Apr, 2012

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