Halfgeek's Recent Forum Activity

  • Crosswalk/XDK will be great once its got AdMob & IAP. That's all there is to it really, as a wrapper, it already functions very well if you optimize your games.

    And Ejecta again, it doesn't do IAP with the current C2 plugin, there's no options for it and no examples of working games on iOS with IAPs using C2's IAP & Ejecta plugin. The only example of an Ejecta game on iOS with IAP was via an older custom Ejecta plugin that was hand-coded & modified, but that revision was buggy & didn't have memory management.

    So we're kinda in a mess. C2 mobile devs are stuck with CocoonJS because it does work even if it has flaws.

    Intel have said that XDK will be getting an update to add AdMob & IAP support via phonegap plugin, and that C2 will have to support it with their own XDK plugin (that sounds like more hassle tbh, C2 XDK plugin talking to XDK that talks to phonegap!). Now, Intel is aiming to release the update this month. I wonder if Ashley is working closely with them to coordinate a C2 plugin that actually works.

  • I find it best so far to just make a separate version for iPad to cater to its 4:3, since it requires changing a lot of gameplay elements for me, may as well be a separate game.

    So 16:9 for Android & iPhones and 4:3 for iPads.

    Also 1080p is a bit too large for the market currently.

    iPhone/iPod Touch is still on 960 x 640 or 1136 x 640. Most Android are now 1280 x 720p or above.

  • If you destroy pathfind obstacles, you have to regenerate the pathfind map again, if its a huge map, its going to destroy performance on weaker PCs. I guess you can squeeze it in during the turn calculations.

    I'm about to start on my big single layout type game too so, fun & joy ahead!

  • It's never that simple. Also, HTML5 with CocoonJS or Ejecta gets to ~50% of native performance. It's not 100 times slower. :/

    pcprice76 Avoid using WebGL shaders for mobile games, period. They were designed for PC hardware in mind. Don't use it until you know what you are doing, most of them will cripple your performance.

  • It's easy to make games, its harder to optimize it. Requires good knowledge of game making & C2 usage.

  • Ok I know...

    but if I have a big boss enemy how can I do it?

    my images size of the boss enemy are 600x600 now,

    I can resize them to 256x256 with photoshop but on the construct2 if I scale the enemy to 600x600 it is "blurry" when I play the game....

    Break your boss up to smaller fragments to minimize waste (empty space on image = waste).

  • Wow now all is clear! Many thanks

    I have in my enemy sprite some animations with large image png, 600x600 pixel

    This animations increase that value.

    But what is the best Way to save large images?

    Png 8 bit can help me to keep memory usage low?

    It does not matter what format you save it us, once in GPU memory, its a full texture.

    Your 600 x 600 is slightly too large to fit into 512 x 512 texture so it has to go to the next one up (power of 2 size), so your image has to go into a 1024 x 1024 texture. As such, each animation frame would take up 4MB in memory.

    You need to read the tutorial Ashley linked above. Consider it COMPULSORY reading before you starting designing your game, its incredibly important to have good practices from the start before you waste your time making a boat load of animations which are poorly optimized.

    My advice is to not use any animated sprite above 256 x 256 in size. It's just too much of a memory hog to have 512 x 512 frames, if you have an enemy with 20 frames of that size, that single enemy is 20MB of memory once loaded into GPU.

  • What is the size of your animation frame for this enemy and how many do you have?

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  • 4096 x 4096 textures (that is what your sprite becomes in memory because its larger than 2048 x 2048) aren't supported on a lot of older GPUs.

    Also. NEVER make an entire scene with 1 super large image.

  • huh... works for me fine in CocoonJS. the problem was previously CJS didn't have XML support. However Sprite moved to JSON a while ago. Providing the wrapper has JSON it's good to go.

    Nice! I tried it awhile ago, haven't checked in recent times.

    Got a brief overview of how to get Spriter to work with CJS?

    Also, Ldk good luck with moving your game to UE4, let us know how its like on that game engine!

  • Allchix Can't use Spriter for mobiles, the wrappers don't support it.

  • I understand your points. I respect that they are valid. But it would still not explain how a Mac with 4gb ram cant run it.

    Also i did go through an extensive sprite exercise and not a single one is is above 512px

    The only optimization i can do is change my sprites from spites to tileable backgrounds. But only for detailing ones like grass.

    I have another suspicion that i will investigate regarding animations with a high frame count.

    Mac with what graphics? If its intel HD4000 etc, it will struggle on some WebGL shaders and as I've said you need to test anytime you add a feature to see if it adversely affect performance.

    You've made the same mistake I did first time around, pile everything on, works great on PC, runs awesome, pile more on... finished game! WOW, crap.. it doesn't run on mobiles or weak graphics PC/MAC. Ouch! Removed all the webgl shaders, fixed all the sprites to optimize memory use and suddenly its 60 fps smooth on everything.

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Halfgeek

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