MelVin's Recent Forum Activity

  • I've been using XDK to export. I will have to try Cocoonjs, but last time I tried it it was about the same around 25fps.

    What exactly do you do when exporting with Cocoonjs? would you mind listing a step by step?

  • C2 has limitations with exporting to android, I can't get games that are simple to run over 30fps on a samsung galaxy 4 tab. Even though I'm a C2 fan, limitations of C2 are or will be greater, considering the future of what both will become, unless C3 has something incredible planned I just don't see UE4 being the lesser choice in the near future. Plus there are consoles to consider. Nintendo sure, but currently they are mostly off limit and will probably remain so for some time.

    Really though, I'll have to investigate more, not really sure how exporting works for HTML5>Android with UE4, for me that will be a deciding factor.

  • > With the new update to UE4 and Paper2d, this will change a lot of things. UE4 now has full support for HTML5 and WebGL...https://docs.unrealengine.com/latest/INT/Support/Builds/ReleaseNotes/2015/4_7/index.html

    >

    Paper 2D is still experimental. Some stuff are really a pain in the ass compared to importing options in C2 for instance.

    Yes it's experimental, but it's made by epic. They have vast resources. At the same time it has visual scripting( much like the material editor in UDK) and there will be more and more templates added. Add in it costs 0 dollars to start a commercial game, and it has to be considered, or at least something to keep an eye on.

  • Here are a few more changes to DaKoo and the Armordillo.

  • With the new update to UE4 and Paper2d, this will change a lot of things. UE4 now has full support for HTML5 and WebGL...https://docs.unrealengine.com/latest/INT/Support/Builds/ReleaseNotes/2015/4_7/index.html

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  • More character art changes...

  • I've made some changes to DaKoo. Removed the line art, added shoes and increased his hand size by about 50%. Check out this screen, let me know what you think...

    DaKoo now has Twitter, https://twitter.com/DaKoo_Dragon Don't forget to Follow us. New screens and info will be posted everyday!

  • not necessarily, using version 7 instead of 10(10 being the default for me in the latest version of XDK) will give you the same results as before. it seems only version 10 is problematic. So you change the version back to 7 (in the project properties) if needed and you should be fine. eventually version 7 will no longer be accepted at the google play store. but for now I think it's still ok. Hope this helps.

  • I will try and make something that demonstrates the problem, but til then...

    Samsung Galaxy 4 7" tab

    Android 4.4.2

    Crosswalk 7 I'm seeing avg.FPS in the very low 30s on my app, with version 10 i see avg. FPS around 20 , dipping well into the teens. This is after udating XDK to the latest version.

    imaffett

    Thanks for looking into this btw

  • you can us e the older version 7 instead of 100( in the project properties look for v"version" drop down selection option) But the thread I mentioned earlier is something to keep an eye on. Keep in mind version 7 may not be accepted at the apps store. So gettiing 10 to work is crucial. Hope this helps :0)

  • check out this thread...

  • I just noticed it has 399 stars and if you read the last post in the thread 42.0.2299.0 canary is looking good. Hope this gets fixed soon.

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MelVin

Member since 21 Apr, 2012

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