PaulloAmaral's Recent Forum Activity

  • PaulloAmaral Ok, I recently discovered that if i changed all my "on every tick event" to "every 0.01 seconds" instead. The performance of the game was greatly and I mean GREATLY improved on all my mobile devices. Try to use as high number as you can. So if you can use on every 0.1 seconds instead then do that.

    The small lags here and there just disappeared. So on every tick events are heavier than I thought on the machine.

    But crosswalk has never worked for me. Lags as hell and I do not understand how people here has been able to compile a game using it

    I dont believe changed frame rates could improve performance, if you have a complex game or physics, lag will be there no matter you do.

  • I use cocoonJS and my game actually runs like a dream on Android. So try that first. But it would be really nice to be able to export a native app straight to mobile devices like iOs and Android indeed.

    Already tried, better performance than Intel XDK but sounds lag and not work in some devices.

  • Hi guys, i'm bought the Construct 2 license a year ago, i made some game demos on this great Game Engine but for porting for Android is terrible and why:

    • No official Scirra exporter to Android (turn the game to a APK).
    • Crosswalk and other export tools are terrible (they lag a lot and sound problems in a lot of devices)
    • APK size in that exporter is huge, 20mb in a simple pong game?
    • Mobile market is huge and the there none updates on mobile part of the Construct 2 engine, scirra forgot mobiles?

    Now i'm using Java+Libgdx Framework, because i can export to everything, Desktop, ios, android, linux and windows phones or facebook (via HTML5 port) in max performance and native functions.

    Construct 2 is great but needs too much more.

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  • No problem, good holidays! ;)

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PaulloAmaral

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