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  • yea hard to say.. best idea is to strip out parts of the game and test.. i bet you can figure out what the optimization issue is.

  • blekdar yea it's hard to say what could be going on with your game.. if you made it for PC and then want to take it to mobile.. it's bound to have problems because you were building the game with pc cpu / memory / gpu..

    it's hard to say what might be going on. something in your game loop maybe? try stripping out features and see if you see a significant drop in cpu usage.

  • a consumer doesn't care how big it is just how long it takes to download.. you're probably on a high speed connection most of the time.. so to you it doesn't seem like an issue..

    I just developed a game for Iranian youth and they have very slow connections so big games are a problem.. many parts of the world have slow / poor access to data, especially over cellular networks.. some sites won't host games that are too big.. especially if they are not "beefy" games so less bloat was important there, but yes in many cases the extra size is fine..

  • the reason it's a problem is for tiny games.. they shouldn't be that big! flappy bird is 1.7mb.. or so.. IIRC.. this means for hyper casual games you want someone to download as fast as possible and get them playing as quickly as possible. if I make a fun little pixel art game I want it to be as lean as possible..

    the bigger your game is the more time there is for something to go wrong.

  • oh yea it's incredible! now if your game itself is big.. cocoon can't help that.. but if you make a tiny game.. cocoon doesn't add a lot of baggage.. I used to use crosswalk with a project.. the game used to be over 30mb. when i moved over to cocoon io it dropped down to like 13mb with no changes. My game is now around 17mb but its because i added more music and stuff to it.

  • This is one I did for an outreach program to encourage recycling with Iranian / Farsi speaking youth.

    Google Play - https://play.google.com/store/apps/deta ... game&hl=en

    Amazon - http://www.amazon.com/Part12-Studios-Th ... cycle+game

    iOS - https://itunes.apple.com/us/app/the-rec ... ?ls=1&mt=8

  • its likely something will not work with android. you might get lucky. it sounds like you have a good solid method for doing things. I definitely have seen things work for one and fail on the other (ios vs android) so anything is possible and you won't know till you try.

    Might be good for you to make a tutorial that just outlines what you said but more explicit if/when you have time. I know I'd be willing to give XDK another look with some new insight on the subject. I've just banged my head against the XKD wall long enough to not be eager to come running back.

    Though I'm still pretty darn happy with Cocoon IO overall. MUCH smaller APK's alone are worth the price of admission. 2mb+game vs crosswalks 19mb+game

  • cool good luck! I wish more people could say they have had the same experience.

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  • CDogs1964 sounds like you've found a unicorn combination. If it's working for you just go with it till it doesn't. However I will say it's still worth looking into at some point.. not just strictly from a plugin perspective but nice things like MUCH easier management of plugins, though with your luck the difference may not be appreciated.. a single graphic you provide gets turned into all the required icon sizes needed. if you've ever had to go into photoshop to do 72x72.. 96x96.. etc etc.. you know what I'm talking about. Also for people who favor making games for android, Cocoon IO makes incredibly small android games.. Crosswalk introduces 19mb + your game. While Crosswalk I've seen be as little as 2mb + your game.

    what version of XDK are you using? are you building 4.1.2 or 5.1.1? what versions of each of the plugins are you using as well? oh and what version of Construct 2? I don't really expect you to answer all that stuff, but what i've experienced

    I've used all of those plugins except facebook and have had them work at one point or another and then have them not work... except admob.. that one has been pretty damn steady through it all.

    the thing that has tripped me up and others I have spoke with is one day a plugin works then you update something.. or you don't update something and it breaks. heh. So it's just been, in my experience a moving target and sure a solution usually presents itself but if I'm working on a project for someone else.. up time is super important to stay on schedule.. not as much time to wait on someone to update something.

  • good thread idea AndreasR I will share stuff. i have projects pending right now. so hopefully i'll have something soon to show off.

  • cool the less plugins the better.

  • STARTECHSTUDIOS what plugins are you using? XDK for me has been fine until I was needing to count on plugins.

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part12studios

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