Halfgeek's Recent Forum Activity

  • Reading through this old thread, I still stand by my prior statements. C2 and now C3, is not the limiting factor to your success on mobiles or PC/MAC. For 2D games, it still is the standard for other game engines to look up to for speed and workflow.

    To answer the original OP question, whether there's profitable C2 games, there have been plenty of profitable developers. I am fortunate and lucky enough to be among one of them and I still love to work with C2.

  • Not yet. Waiting for the offline C3, if they ever decide to do it, since I recall that statement somewhere awhile ago on the blog.

    I don't mind the sub fee as I bought the business license to support Scirra. I just want something that's full-featured offline, snappy and local, so I can work away from wi-fi sources when needed.

  • icugigasoft

    AFAIK C2 still lacks this option and it's because it's reliant on browsers and Chrome just doesn't allow this at the current time.

    So basically test your game on the high refresh rate monitors to ensure everything works as intended before you ship it.

  • According to results in this thread the error no longer happens as of r244. Can anyone confirm?

    I never had that issue, the app runs ok, it's just music related.

    On iOS WKWebView, playing music for some reason puts that audio track to the Air Drop menu, ie. i can see my game's music file if I swipe up. I think it runs a http server in relation with Apple Air Drop, but it's just speculation.

    Sorry I cannot be of more use, but I've since used the edit on post #2 of the runtime to remove the workaround, and that's fine for iOS 10 + so far, but one does lose the ability to control the music's volume via tags.

    Been busy with this current project so I haven't had time to investigate issue further.

  • C2 can handle very complex games for mobiles too, you just need to optimize your code well and work with the limitations of weaker spec devices.

  • Yup, the save game is screwed with the new update due to file structure changes. It's not about backup or not, it's just the old file structure no longer works.

    Luckily, it does not prevent LocalStorage from writing new data so new saves post updates seem ok... at least for now since I've not been bombarded with complaints about that yet. lol

  • The latest iOS update changed the way it handles file storage, I have some complaints about data loss as well.

    Nothing we can do about it since we're at the mercy of Apple's ridiculous decision to change stuff constantly.

    Just count it a blessing if your game still even works with new iOS updates.

  • Stops the loop in scope.

    Okay I thought so, but the wording for that action is "Stop any currently running loop"... I was worried it was halting all other running loops causing some funky issues, but otherwise, it's just my sloppy coding causing the issues then if it works as loop-specific.

  • Just in time for Scirra's own Android & iOS export cloud option.

  • I notice some really strange things going on when I give the Stop Loop system action in the events of a specific loop running, does it only stop the loop it belongs to ie. For "y" 1-100 + condition check > Do this & Stop Loop, stops only the "y" loop, or does it stop ALL loops (global) running currently?

  • TheRealDannyyy, thanks for the reply,

    I just released a game in alpha stage on itch.io and found jerkiness problems with the Node Webkit export.

    https://nabu.itch.io/ultimate-barbarian

    Heres my specs :

    - NW.js 0.20.0, the last one

    - I7 3630QM 2.40 GHz

    - GeForce GTX 660m

    - OS is Windows 7 SP1

    The game has 20 to 200 sprites on screen with about 100 average, and some shaders. The stutters occurs about every second whatever happen on screen, in cpu intensive times or not. Average CPU usage is 30%, up to 50% some times, with less than 10% for the engine and the same for draw calls, the rest being logics. The preview under Chrome and HTML5 export works smooth on various browsers. Only NodeWebkit export is jerky.

    I found the stutters are almost invisible running the application with my Intel integrated graphic card 4000, although a lot more visible and annoying with the GTX 660m.

    I also tested the game exported with NW.js on a low end computer and it worked well and smooth.

    This is a very common with NV graphics on laptops. NV's drivers detect "browser" and puts the GPU into idle mode to save power usage. It's very aggressive, resulting in very low power for browsing. But because C2/NWjs is Chromium based, it thinks our games are browsers..

    This can be fixed (in the past, not sure now) by setting a power profile in windows or NV's control panel to "Maximize performance" instead of "Balanced" or the default option.

    Exceptions or game-specific profiles can also be made with the NV control panel.

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  • this bug was never fixed, Construct 2 currently doesn't support a good iOS export method.

    You can fix the bug as my suggestion with editing the runtime. But it will cause issues with those on iOS9.

    It's not the fault of Scirra (really). Apple keeps on changing their methods with each iOS iteration, it is very painful for a lot of other devs too. Basically if u want your game to work on iOS10 or newer, you have to neuter your game for older iOS.

    This means devs are forced to pick and they always pick the newer iOS. The result is gamers have to upgrade to newer iOS or they don't get to play some games. It's sad when older iDevices are not eligible for newer iOS though so these ppl are the ones who suffer most... unless they buy a new shiny iDevice.

    Funny how it all works out eh?

    Well, hopefully with your CAPX and such, Ashley is able to resolve this in a way that's good for both iOS9 or 10.. but if that doesn't happen, expect it to be compatible for the newer iOS.

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Halfgeek

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