Halfgeek's Recent Forum Activity

  • Can I have as many images as I want in my project now? I just tested my project (which has 249 images) on a Samsung Galaxy Tab 3 (7") and after 15 minutes or so, the game crashed (repeatedly).

    It seems pretty similar to the bug I had in the previous XDK version, when I had too many images. I've build with beta version, not stable.

    I'm also still experiencing a very long black screen between my splash screen and the HTML5 loader bar. Any idea how I can get rid of it?

    Thanks !

    I've got about 500 hundred images, it seems to run ok on lot of Android devices I've tested with beta users.

    But I did have some users crash with Tab 3 7inch and also Z1, it may be related to some background app tasks still running because a memory clean will fix it.

    The black screen between the splash and html5 is chromium being loaded (IIRC), its about 5 seconds.

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  • yes probably fast (and phonegab is fast too) because of new api of ios8 but the problem is

    That 80% of people are using ios7.X and they dont want to update to ios8, so you will not have a lot of coverage

    its sure that webview+ and ios8 api are the future of html5 games on ios and android but for the next 1 year

    A few week ago I saw it was at 50% adoption already. Its slower than iOS7 but at this rate, in a few months it should be ~75% and that's good enough for me. Heck, I'd even take 50%. The performance (and hence, battery life) of games is just stunning.

    Aphrodite

    It compiles a normal HTML5 web export, so I think it may be a safari or CJS bug with audio and not on C2's end.

  • I had that audio troubles too, but that webview+ is AWESOME, my physics game has even better performance than with canvas+, why scirra still not officially support it? I heard that canvas+ is not good, but if i understand it right the webview+ is apple system's webview, phonegap using it too, but cocoonjs is even better (because cocoonjs using the WKWebView instead of UIWebView).

    You had audio troubles? That implies its fixed now, what happen and how was it fixed?

    It is indeed extremely awesome on iOS8+, feels like the JS engine on Apple is much faster than on PC for a low power mobile SOC to handle my game as well as my Intel i5 Ivy Bridge.

  • Could the following post from Ashley explain the sound issues?

    https://www.scirra.com/forum/no-sound-on-ipad_p854247?#p854247

    Thanks, I will try to recompile it with those changes. Fingers crossed!

    Edit: Tried it, no change, still no audio. Guess have to wait for a fix...

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  • Hi

    I try also to compile my game Mr. DOT and run under CJS Webview+ and the game run fast! really smooth!

    In my game there aren't soundtrack but there are some sound fx (like jump sound, pickup sound ecc..) and all work fine.

    But I notice one issue....

    in some parts of the tiled background I see some transparent edges, like lines that break the continuity of the tiled backdround....

    I usually use the Linear sampling on the C2 setting and on Canvas+ all tiled backgraound are good, but in Webview+ there is that issue!

    I try also to use point sampling but the edge of the tiled background are always with that strange 1 px lines on some edges.

    You noticed this issue on webview+???+

    Or others noticed this?

    So strange that your audio work. May I ask what format you use, Ogg or ?

    I used to have that same tile bg problem with crosswalk for android a long time ago on their older version, which they've fixed. But not on CJS Webview+ so far since I have not tested games with tile bgs yet.

  • In case anyone is wondering, here's some preliminary feedback for this new mobile option.

    I exported my big spacesim Star Nomad (PC version with high-res textures) from C2 using the HTML5 Web export option, zipped the entire folder, then compiled it with CocoonJS version 2.1 set for Webview+.

    Gameplay video:

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    Some quick setting in Xcode6.1, set for universal and provision/profile set it.. ran it on my iPad Mini 2 and WOW.

    It loads much faster (~10s) and even has the progress bar. It also fully supports Fullscreen Scaling Letterbox (prior it would only do Inner/Outer).

    I noticed something crazy right away monitoring the device usage.

    10MB memory usage!

    ARE YOU KIDDING ME?! I've trimmed & optimized it so much to reduce memory use, but on Canvas+ it was using ~170MB memory. On Crosswalk for Android it was ~150MB (due to loading Chromium itself).

    I enter the game, fly around, flew to a system where a large fleet fight occurs and watch the usage..

    12MB memory. CPU 20% loaded, 60 FPS! Holy mother of gawd... it used to be >100% loaded (hammering 1 core completely with fps dropping to 45 during intense battles, similar to Crosswalk on Android). Now its smooth as silk everywhere (no movement jittery bug like on some PC Chrome versions).

    I don't believe it. It's behaving like its running on Chrome PC on my i5-3570K CPU but on a much weaker mobile SOC! <img src="{SMILIES_PATH}/icon_e_surprised.gif" alt=":o" title="Surprised">

    I know for certain the low CPU load is real because the iPad remains cold as I play, prior, it would heat up. The side effect is also much improved battery life!

    HTML5/C2 is finally shining on mobiles with such amazing performance on iOS. Hopefully with Android L and updates to Chromium for faster JS, we'll get some great performance gains on Android too!

    This gives me much more confidence as I make Star Nomad 2, to pile on all the features & effects I had wanted without being afraid it will run like crap on mobiles.

    ludei

    Ashley

    BUT.. there's one problem. Audio does not play (no music or sounds). Any other C2 devs had the same issue?

  • You want to track stages in a level won?

    Global Variables.

    World01StageCompleted = 0

    0 = none.

    1 = 1st stage won.

    2 = 2nd stage won.

    etc. til whatever stage # you need.

    Then check it when you are doing your level select/world map.

  • Had a chance to play through it, everything is very smooth and fluid, well done.

    But you will definitely need a tutorial though.

  • Thanks for the replies. My plan is to make all NPC's randomly generated, with different kind of "stats" to represent their personalties, and their actions and reactions would be based on those. So you could make a lot of checks, if the npc has a cetain stat 'lower' than X while being attacked. > Flee - otherwize fight back. Another stat higher than X while being robbed, > Do this or that.

    I guess this will be some trial and error to get the desired results. The game it self also will be based on trial and error to succeed, to learn the traits of the different "personalites" by trial and error to win the game.

    Would it make sence to make all those checks global? As every NPC would react... just react differently based on their stats?

    Instance variables work best for what you want. You can randomize each instance variable when an NPC is created so they all differ from each other.

  • Anyone who tells you that an MMO is easy to make for a small indie startup is either a bare-faced lair or an extremely confident developer (with an amazing portfolio!).

    Good luck!

  • How far could u take AI in Construct for characters in a game?

    Is it only a matter of sorting out the logic behind it?

    You can take it as far as you are capable of.

    Yes.

    AI at its simplistic base is a bunch of if-else logic. You can build layers of if-else on top of each other to reach the desired complexity.

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Halfgeek

Member since 24 May, 2013

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