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  • Bigger music tracks (>2MB .ogg or .mp4) has issues on a lot of older devices, it won't play. Otherwise sound is fine.

    Performance is really good, if you A) Don't use physics (CocoonJS still has issues accelerating it!!) and B) Don't use WebGL effects/shaders (again, because CocoonJS still has trouble accelerating it!!). If you stick with these two design constraints, you can still make a very visually impressive game that runs very fast.

  • Do not wait for Ludei to fix your issues, its a long wait for even the most basic of problems.. their blinking logo causing epileptic fits is still present after so long.

    Google has been hinting at expanding the APK limit to 250mb for awhile, hopefully they move on that soon. Until then, go native with Android SDK for your games with coders who can do that, or stick with Construct 2 + CocoonJS and compromise to make a smaller game.

  • I knew about the 50MB APK limit at the start, but I was hoping CocoonJS fixes its memory management by the time I finish my game... but they didn't so i had to go back and remove a lot of assets.

    Music files tend to use a lot of space, but if you publish for Android only, when you export from C2, unpack the zip, delete all the .MP4 sounds and keep the .OGG only, then zip it, and run it through CocoonJS, it works fine without the MP4 and should save u a lot of space on the APK.

    As for tutorial, with C2 not that I know of. But the point is do not exceed 40MB on your C2 export, because you will need 10X the ram on loading the app with CocoonJS. Most phones are still less than 1GB ram which will not run it due to high ram usage.

  • I believe its only possible if you go native coding and implement Android SDK.

    If its possible with Construct 2/CocoonJS, that would be awesome news to me.

    Edit: As a suggestion, its not recommended to have a bigger game anyway, anything beyond 40mb is really bad with CocoonJS (loads everything into ram at start!! your 40mb game will use about 400mb!), and Crosswalk adds 20mb of overhead. I had to compromise on my game, less scenery, enemies, music.

  • Found a left over bug on the Android version, I had tried to disable all the WebGl effects since it runs so slow on mobiles, but left a Hard Light (fx) on the layers during combat (for contrast/nightime).. I just removed it, and it went from running at 25 fps to 40-45 fps on my Tegra 3 tablet.

    There's a lesson for other devs on mobiles via CocoonJS, don't bother designing your game around most of the WebGL effects in Construct 2, the performance hit is MASSIVE and absolutely not worth it.

    Updating to v1.26 on the Play Store now. play.google.com/store/search

    Edit: On the other hand, C2 -> CocoonJS -> Mobiles perform very well, even for demanding games with 720p and heaps of high-res sprite animations. <img src="smileys/smiley32.gif" border="0" align="middle" />

  • I followed this great tutorial and got it to work flawlessly, so thank you.

    Any idea if we should change the CPM to higher than 0.01 later?

  • Chrome can host much bigger apps now, the 10MB limit is long gone. :)

    But as soon as you figure out IAP or ads for Chrome with C2 app, do a tutorial for all. heh

  • Well I guess the logical thing to do is wait.My post is in no way a non-endorsement of C2, in fact I love it and very grateful for Scirra's effort.

    It's just a warning for new game devs to not go full overblown with huge 256 x 256 animated sprites and heaps of unique characters. Not for Android/iOS because the memory management of CocoonJS is poor, and the Crosswalk compiler takes up nearly half the 50MB limit on APKs and lots of features aren't available yet.

    So, design a clever game that minimizes the use of ram and you should be sailing sweet!

  • People are swines on Play for giving 1 star for crashes without giving any feedback or reasons first or contacting your support email.

    My advice would be to exclude weaker devices.

    I tried but the list is like 2450 devices with my minimum Android 4.1 setting.. it's going to be a challenge to exclude the ones with less than 1gb ram from that list. <img src="smileys/smiley11.gif" border="0" align="middle" />

  • What is Google's cut of the revenue, the standard 70/30 split?For Playstore its 30%, for Chrome its only 5%.. and Chrome is a huge market, just need to have free games that are addictive like crack for users to play repeatedly so those Ads revenue flow fast.

  • Very few paid games do well on Chrome, ones that do typically come from big devs with heaps of hype/adverts behind it.

    Seems Chrome is best used with ads and IAP free games. The ones that do really well tend to have multiplayer as a main focus.

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  • Congrats! Love the art style and concept.

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Halfgeek

Member since 24 May, 2013

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