Halfgeek's Recent Forum Activity

  • I don't use the GPU blacklist myself, but optimizing the game is vital, you have to monitor CPU usage in real-time as that is actually the biggest cause of performance degradation on mobiles. Contrary to what Scirra has said, mobile GPUs these days have insane good pixel fillrates, but the logic thread (CPU) can be bottlenecked quite easy with sloppy C2 coding.

    Honestly, I'm actually impressed with how strong C2/Crosswalk is on Android.

    ie. https://play.google.com/store/apps/deta ... lfgeek.sn2

  • >

    > > Unless XDK improved very very much the performance on the latest updates, I would go with cocoon.

    > >

    >

    > XDK has the same performance if you're using webview+ on Cocoon. It's all cordova based.

    >

    > On iOS, you access WKWebView (which is faster than Canvas+!!) for high performance. On Android you use the Chromium based WebView which the recent versions are very fast. Or Crosswalk for Chromium performance with more compatibility.

    >

    Can you tell me if Crosswalk still has better performance than webview? I have a Nexus 7 with Android 6 and compiling without crosswalk is slow, I haven't tried it with crosswalk yet, but canvas+ is smooth as butter.

    I can't tell you since your case is different to mine. For me, Crosswalk is great for Android since it has good performance and good compatibility with more devices. I have had regular WebView & Canvas fail on some devices but Crosswalk runs it like a champ.

    You just need to test it out for your own use case and see which is better.

  • Any updates as to when we can expect to have working sounds and music on iOS again??

    If you have a problem I suggest you email your CAPX to Ashley so it helps him debug it quickly.

  • Congrats, always good to see a C2 game being featured and doing great.

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  • Artpunk

    My opinion on this is that WKWebView was changed in iOS10 by Apple (loading of assets, audio system), and changes were made with C2's implementation of WKWebView to be compatible. This has adverse effects, particularly being broken on iOS8 (thank god so few ppl still use this) and has potential issues with iOS9.

    What you should have tested though is the latest Cordova WKWebView plugin in XDK. See if that helps first since 1.0.3 is ancient and there have been lots of fixes since.

    Also if you've minified during C2 export, don't do it.

    I read that thread on TA, seems it's fixed with your recent update! Was it by using a more recent plugin?

    ps. Just noticed it was 3 days ago, so that's pretty quick that Apple release updates. It used to take 10-14 days for updates to go past reviews, so launching a game with bugs on iOS = DEAD.

  • Look, I understand your pain, iOS constantly changes the way it handles such basic features it's ridiculous.

    But you have a clearer idea where to start to fix it once and for all. Make it work for iOS 10+ if you have to pick & choose, since iOS9 or older are a smaller segment with each day.

  • My iOS CAPX that I've sent to you, does not use any third party plugins.

    The problem is squarely due to the previous Music "work around" code.

    In c2runtime.js

    if (this.runtime.isWKWebView)

    playMusicAsSoundWorkaround = true;

    Changing to false; fixes the random crash bug. As IJCT has noted, doing this also fixed his lack of audio problems.

    ie. With iOS10, there is no longer a need for prior hacks to get music to work, and the presence of such workarounds is now causing conflict.

  • It's fixed in 0.19 beta, but apparently that isn't stable yet (got other problems). Wait for a stable 0.19 version...

  • Perfect! You got a demo for comparison?

    I swear I won't steal any idea 😁

    Yeah.

    http://store.steampowered.com/app/414950

    Title screen is a benchmark, big multi-faction Capital Fleet battle that keeps on reinforcing.

    You can run it fluid 60 fps on a crap-top.

    ps. "Demo" is available on torrent sites. <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • 60 FPS is possible on a crap Intel i3 laptop for such a game. I know because what you describe, is in my game.

    But you will still need to optimize and be efficient in C2.

  • C2 had a workaround for sound and music to get it compatible with Safari based export (Cordova on iOS) due to changes in iOS8 and 9. It's just now no longer compatible with iOS10.

    IJCT

    Music works for me. Make sure it's in the right format, not .ogg in your iOS export else it won't play. What does not work with this "hack" of the workarounds is the volume controls. Everything plays full blast and users have to control the volume via their main device master volume.

  • weird thing is that my c2runtime is all messed up and weird :/

    it maybe because of the "minify script"?

    I don't minify. In fact, minifying script leads to major issues with Cordova/XDK in my experience...

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Halfgeek

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