Halfgeek's Recent Forum Activity

  • hollowthreat Yes it strains the CPU more especially, since the code is less efficient, it takes more compute power to get it to run at 60 fps. Thus it drains battery faster.

  • It's not the file size but the memory usage.

    Compressed PNG 8bit or JPG don't use much filesize, but once they load into memory as a texture, they become massive. A blank 1280 x 720p sprite for example, is probably a 1kb JPG, but its actually a 16MB texture in memory due to being placed into 2048 x 2048 texture.

    My Ninja game is only 17mb exported but CocoonJS loading all the assets into memory = 450MB into ram on start, crashing devices with 768MB or less ram.

  • Yes, you make reasonable facts, gameplay is more important than graphics but without a lot of graphics as content doesn't offer higher replay value, you're talking about simple games that no one would like to replay... until it's totally innovative (No, it's not like flappy bird.)

    No, I'm NOT talking about simple games that no one would like to replay... what makes you assume such a thing?

    Having 1,000 sprites on the screen as a limit to developing a game goes a bloody long way. Think of a good RPG, how many objects are on screen at any one time? 300 is more than enough. RPGs and RTS are generally regarded as the most complex genres.

    Have a look at these examples,

    https://play.google.com/store/apps/deta ... ikeyshorts

    https://play.google.com/store/apps/deta ... ox.android

    Is there a reason why you think Construct 2 won't be able to make such a game? There's so many hit games I look on the Google Play store and think immediate "gee, that could be made with C2 for sure!".

    Edit: Here's my current project, a sandbox space RTS! Of all things to make with "simple" C2, making a sandbox RTS I wouldn't consider it simple or lacking in replay-ability.

    Alpha footage of game mechanics, lots of particles used, independent turrets, faction AI and pathfind, game runs very well on older devices, tegra 3, samsung s3 etc.

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  • Saying its slower by 50% is fine and good, but at some point, enough performance is enough, no? I mean if you have enough performance to make a game run 60 fps with a lot of animated sprites, collision checks, particles, that there is enough to make a great game of almost any genre.

    Is it good to make huge games with massive assets? Heck no. It's limited by the worse memory management for that.

    Is it good to make games with many thousands of onscreen sprites and particles? Heck no. It's limited by its slower performance.

    But you can do a lot, if you limit yourself to a reasonable number of objects, say 1,000 objects onscreen, it will run even on older devices fast.

    I was recently testing some stuff on the chrome browser on a Nexus 7, that thing eats JS and spits it out like nothing. The hardware is getting so powerful these days. If anything, its the lack of features, ie. AdMob, Google Play Social plugins etc that is the letdown rather than raw performance.

  • How big is your game? Whats the memory use in Construct 2? Because for CocoonJS, multiply whatever memory use in C2 by about 4 and thats what it uses on mobiles.

  • mobdev !! can you give some steps for uploading to google play with intel xdk. i was thinking to zip align it . but you are telling that you have just uploaded the apk from intel ... is it true.. please guide ...

    You don't need to do anything, Intel XDK does it all for you. The APK can go straight into GPlay and its fine. Always select Beta version when you build, it often fixes a lot of bugs.

  • Finally got an Alpha Gameplay for my upcoming Space Sandbox RTS, Star Nomad. Designed for Mobiles first and foremost.

  • Alpha Gameplay Promo!

  • Crosswalk needs to fix their volume issue. All my games tie to the phone call volume instead of the media volume

    Already fixed. When you build, select Canary. No more audio issues since.

  • swordofsolace

    Thanks for the excellent advice, it's very much appreciated.

    As a new indie, is it worth it to buy Ads to market your game? Maybe on gaming review sites or via mobiles.

  • Congratulations sqiddster, well deserved too, your game demo along with the zero shmup demo on Scirra Arcade was the reason I decided to go with Construct 2 originally!

  • https://www.scirra.com/tutorials/908/fa ... button-php

    there's also a tut for twitter.

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Halfgeek

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