jayderyu's Recent Forum Activity

  • I ran with CocoonJS and had pretty good performance. 50+ with the new WebGL.

  • Ashley

    Except for the fact that the decision to use the XDK is a Cloud Compile system with a 25MB cap limit. Which makes the memory management useless. If your game is 25MB total. You don't really need the memory management do you.

    Instead if your suggesting to use the new Crosswalk. Then implement Crosswalking compiling directly instead of using Intel XDK.

    Also IOS doesn't have Crosswalk yet. Though hopefully it will. If XDK can go then I think Scirra can actually finally have a proper Android export. Until then I think the Android Export should be called Intel XDK NEW.

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  • IntelTyler

    We super appreciate your joining our forums to help us through to using XDK New.

    But I have my own question. I have a game I'm working on that will be going mobile down the road. The problem is; is that it's a Point and Click Adventure and currently the assets are a lone 50MB. Now I know we can shave that down by a portion. But the music alone is 20MB. So even if we pulled a ton the game is still only a demo. So it's likely the game will be well over 50mb.

    This puts the 25mb cloud compiling system unrealistic for game development that's more than just a quick puzzler type.

    Could you please do local build rather than cloud. Also having to cloud upload on every change is going to be annoying. And I'll explain why.

    Construct 2 is not a system where we code write in the text files. These are quick updates. C2 is a system which is already in it' own spehere of development. So if we need to update we need to export from C2 which already takes a handful of minutes. Then we need to rebundle and upload to the cloud. Then we need to download. This isn't sounding all that convenient :(

  • sigh. I can't speack bscarl89. But I made a startting error with my earlier problems.

    First I want to point out there is a difference between XDK and XDK NEW.

    XDK ran on java XDK new runs on NodeWebkit. I'm not saying this is a fix for everyone. But if you previously had XDK make sure you get go out and download "XDK NEW"

    I'm going to check things out with XDK new and see if there is a difference.

    I agree with Syzmek. If Crosswalk is the target. Then I think C2 should support a full Crosswalk export and handle the complicated commands itself. However keep in mind that we will likely have to do the middle groudn work of installing the Android SDK and stuff. But this is a worth while option.

  • You can't. Layout's are just an reprentation of the current assets and code to be run. They don't actually represtent anything else than that.

    You can however use dictionary/array/webstorafe to store some data. then at the start of the layout create an object based on the stored values.

  • I have the similar trouble as bscarl88. I compile, but it just goes back to the prep screen. Doesn't reach the compile success screen :(

    Also my test is 50mb just assets and from a warning I saw in the system there was a limit of 25mb.

    If there is a limit of 25mb. this is going to **** :(

  • heh. I did. They gave a vague answer possibility answer. Not on the immediate roadmap though :(. But it wasn't a no answer either.

    To be honest. I'm still not really happy with them at all :( Though they have shown improvement the last few months.

    Personally I'm hopping for Crosswalk to turn out well. But that still leaves the IOS side still a problem.

  • I have a question for those that have run compiled and run an APK.

    Do you have Physics.

    What was your FPS.

    from the two video's shown the FPS were two ends of the spectrum. However I noticed that the slow game was likely using Physics and the fast game wasn't. Now of course this may not be a factor at all. However we know that Physics integration often is a hit or miss especially at the moment as C2 is movig to use an ASM.js version of Box2D.

  • Are you using the save state system provided by the plugings?

    If you are then that is full of TONS of size catches. Please understand that the savestate system primary design is to save the current state of the entire game. This sounds like a good idea. But it is not. Most games don't need every memory facet saved.

    When you use savestate and don't specify what not to save. Your going to save every piece of information on every game objects. Every sprite, every state of sound, every array data, EVERYTHING. You are in effect almost saving a copy of the entire game.

    A good save system only saves pertinent data. which includes inventory, position, progress of the game. Where as the save state saves far more. if you need or want to proceed to use save state then

    use the plugin "don't save". use these these a lot for all your terrain data. because if your using savestate with the tile plugin. Then you saving the state of every tile.

  • Just to be clear. The OP posted the question

    "Q: is Ludei planning to implement Layout-by-Layout loading? to avoid memory spikes at the starting of app?"

    This is directly related to C2. There is no such things as Layouts in the programming or game design. this is a C2 thing only. This is realted directly to how C2 handles levels, object grouping and memeory management. The question proposed does not focus on memory management.

    The answer and this is important to note. Does not talk about memory mangement.

    "A: "We're not affiliated to Scirra and the goal of our technology is to empower HTML5 games, an not being attached to a certain exporter. It's not in our roadmap at all."

    Instead the answer only directly focuses on C2 export. The OP question was wrong. Instead the OP should have asked "Will CocoonJS offer and provide better memory management so that we can make larger games".

    So please don't get on Ludie case about the answer. There is nothing disappointing about the answer as the question doesn't target the problem.

  • To confirm. There is no link. Just the link text.

  • Gotcha. Well then your solutions are

    * reduce graphics to increase render time.

    * strict mobile design

    * tricks

    * modify your game logic to a slower FPS to maintain smoothness of play

    or just have players play from the browser. Not ideal, but it seems to be the situation.

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jayderyu

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