Halfgeek's Recent Forum Activity

  • PKrawczynski

    I was going to use 1.4.7 but tested 2.0.1 on my devices and it seem to run fine, but it should not crash on galaxy tab 3, since my other games with 1.4.7 run fine on those devices. I'm getting user reports that its crashing on S3 as well which just should not happen at all, so i think 2.0.1 is unstable. It seems to crash much more often on lower resolution devices, something which didnt happen on 1.4.7 so I think they've changed the way it handles scaling.

    I'll update it now back to 1.4.7.

    It took me 4 months. First blog was after I spent some time getting the AI to function as Id like it.

    ps. the crash log from user reports have it crashing on cocoonjs library loading, so its not at asset loading.. its the CJS itself that is buggy, prolly 2.0.1 related. fingers cross 1.4.7 behaves.

  • PKrawczynski

    4 months. 4000 events. ~7MB without audio, 24MB with audio.

    Construct 2 doesn't scale because CocoonJS does the scaling, which differs to Crosswalk/XDk and browsers. If you set C2 to scale via Letterbox (the good mode to get more compatibility), CocoonJS will ignore that and default to Scale Outer. It doesn't do Letterbox Scaling.

    The game runs too slow (about 20% performance deficit compared to CJS) for my liking on Crosswalk. Plus, the WebGL shader effect "Glass" is broken when I compiled it, hmin one of the Crosswalk dev is aware of the issue.

    The crashing is not memory related. I'm using their version 2.0.1 compiler, might have to revert back to 1.4.7 (the last stable one that had few issues).

  • PKrawczynski

    I can't blame CocoonJS for this because the entire loading into memory is only ~150MB (which isn't huge, I had a 460MB game running on a 1GB ram device!). If your resolution is too low below the 1280 x 720p threshold, the game isn't playable. It's just the way I've designed it. I've put that as a requirement in my Store description.

    It really is meant for 720p + devices. Now, if it was crashing on your Tab 3 8 Inch with 1280 x 800 screen, then I would be very worried.

  • It's awesome, for me, The Next Penelope is the benchmark of a good looking game made with C2. This and Airscape are definitely top.

  • PKrawczynski

    That's ridiculous because the Tab 3 has what, 1.5gb of ram? I've tested it a whole range of devices.

    Star Nomad only use ~150mb, hardly anything for all the art assets.

    I know it will crash for two reasons from my own testing:

    1. Obviously not enough memory (often on 512/768mb devices with lots of apps running in background).

    2. Modified Android OS, such as Cyanogenmod.

    Edit: is it the Tab 3 7 inch? 1024x600 pixels, 1GB ram. The Tab 3 8 Inch has 1280x800 pixel and 1.5GB of ram.

    The game doesn't work for sub 720p devices. It was a design choice to aim for that minimum specs (since generally devices with less resolution that that tend to have very weak hardware and wont be able to handle such a complex game).

  • CJS has a performance advantage, it still has when compared to Crosswalk which is a Chromium engine with WebGL acceleration.

    The question is, if CJS implements memory management, will other native compilers have their advantages?

    I'm talking a native app and not a mobile browser game.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • I dont think it will happen any time soon, since they have never indicated it was a possibility.

    Games with CJS will have to be low/moderate with graphic assets for the foreseeable future. Saying that, it is a great compiler since it does offer better performance along with monetization options. And its great for both Android & iOS.

  • It's finally launched: https://play.google.com/store/apps/deta ... .starnomad

    Thank you all for the feedback and interest.

    Now, onto the iOS version! <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

  • Trailer:

    Subscribe to Construct videos now

    Long Trailer:

    Subscribe to Construct videos now

    Star Nomad is a 2D top-down tribute to classic spacesims of old such as Elite, Wing Commander: Privateer 1 & 2, Escape Velocity and Freelancer. If you are a fan of these games, then you're in for a nostalgic ride!

    [FEATURES]

    * Be a neural data transporter or cargo runner.

    * Be a Mercenary taking on random missions (patrol, bounty hunting, defend & ********

    * Be a Asteroid miner seeking rare ores.

    * Be a Merchant trading in goods with many profitable routes to find!

    * Be a Smuggler dealing in lucrative drugs & evading the law!

    * Be a Pirate attacking merchant ships, become infamous, join the pirate factions & fight for anarchy!

    * Join huge multi-faction fleet battles!

    * Dynamic faction standing system, where your actions will determine friend-or-foe.

    * Multiple ship classes to fly, including drone carriers & the mighty Yamato Battleship!

    * All ships are up-gradable with modules.

    Star Nomad is a sandbox at heart, but it's also story driven with a personal plot that puts you right in the pilot seat to determine the outcome of a civil war raging across the Sector, culminating in a final "Zero Sum" plot.

    Steam Greenlight: http://steamcommunity.com/sharedfiles/f ... =317966541

    Android: https://play.google.com/store/apps/deta ... lite&hl=en

    iOS for iPhone 6/Plus & iPads with Retina (iOS8+): https://itunes.apple.com/WebObjects/MZS ... 77727&mt=8

    Desura (PC/MAC): http://www.desura.com/games/star-nomad-rpg-rts-sandbox

    Thanks to everyone who has helped by voting YES! <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

  • I guy that is serious made this game in C2

    The next Penelope, look that up,

    There's Super Ubi Land

    Bumper's Quest

    Airscape, which got greenlit

    Dethlands, by the creator of Bumper's Quest

    Towerclimb? Not really sure if CC or C2

    Arima is working on Shards, which is an RPG

    Etc.

    Those are all pretty big games and they all handle mostly perfectly

    Generally PC games don't have a problem with performance. All the performance complaints are usually on mobiles.

  • Lots always complain about bad performance, but honestly I haven't found it to be a problem. Try for yourself and see: https://play.google.com/store/apps/deta ... free&hl=en

    This is my performance test game that I run on a lot of devices, iPhone 4 cannot handle it, but iPhone 4S onwards do it easy, even Android devices from 2010 (HTC Incredible S, dual core, 512mb of ram) run it smoothly.

    It uses a LOT of objects, particles, behaviors AND webGL shaders. Baiscally all the fundamentals of whats required for a good game, but in a small and simple design. Took me a day to make it.

    Big games are also possible, but currently only through Crosswalk/XDK due to its memory management. We're still waiting for monetization support from XDK though. Smaller games (less art asset, doesn't mean "small game") run great with CocoonJS & Ejecta.

  • You can release larger games, it will mean you have to set the minimum specs for devices with 1GB of memory. That rules out iPhone 4S and older iPads, unfortunately.

Halfgeek's avatar

Halfgeek

Member since 24 May, 2013

Twitter
Halfgeek has 4 followers

Connect with Halfgeek

Trophy Case

  • 11-Year Club
  • Coach One of your tutorials has over 1,000 readers
  • Email Verified

Progress

13/44
How to earn trophies