Halfgeek's Recent Forum Activity

  • Cipriux I dont use full screen ads in any of my games so cannot say. But I read from others in this thread they got it to work fine.

  • > At the moment, it is not recommended to make big games with lots of art assets for iOS, its just not possible given our current wrapper toolsets: Ejecta and CocoonJS.

    > For Android, its only possible thanks to Crosswalk, but again, its missing quite a few monetization features. It's a waiting game unfortunately.

    >

    > We just have to make do with games that don't use too much big art or lots of big animation frames.

    >

    >

    - are you suggesting that my app is too big to ever run on iOS? I did not give up yet...

    Have you checked how much memory it uses on iOS yet?

    Because older Apple devices have 512mb of ram and if your App uses more than ~200mb, its likely to crash.

  • Other users have reported a temporary spike (doubling) in memory use during layout changes with Ejecta. That spike can cause crashes if the device doesn't have enough memory to handle it. This behavior is not present in Crosswalk/XDK for Android. On CJS, its worse since that "spike" high usage is always from the start.

    At the moment, it is not recommended to make big games with lots of art assets for iOS, its just not possible given our current wrapper toolsets: Ejecta and CocoonJS.

    For Android, its only possible thanks to Crosswalk, but again, its missing quite a few monetization features. It's a waiting game unfortunately.

    We just have to make do with games that don't use too much big art or lots of big animation frames.

    jayderyu In my own testing, audio music has no impact since its loaded on call and for that track that you play only. Sound is loaded into memory the first time its played (with Crosswalk) so there's a slight delay on the first sound fx, but subsequent ones are fine. Generally sound files (short 1-2s) dont consume much memory.

    MaorKeshet My biggest layout in c2 for one of my game was reported as 83MB memory used. It used 460MB of memory when running on devices compiled with CocoonJS. It kills most Apple devices, instant crash on load.

  • Tested IAPs, work fine, default CJS from C2 version R171 beta, compiled with CJS ver 2.0.1. Both AdMob banner and Store IAPs work.

    Seems like this latest CJS version is more stable too. No crashes entire day of testing. Old version would have a random crash every 1 to 2 hours.

  • Does this happen with an actual CJS compile for you or only preview? I just did mine with R171 and using all 3 versions of the CJS compiler: 1.4.7, 2.0.0 and the latest 2.0.1 and my WebStorage saving works fine.

  • No worries, PS4 and XBONE are just starting their life.. its gonna be 8 years of these two as top consoles, we got time to get HTML5 games on there, eventually!

  • I've got no problems with AdMob via MoPub, using 2.0.1, banners display perfectly so far.

    Noticed a good thing, when user presses power/sleep during game, it will pause, then resume when they wake it up again. Prior to this, in 1.4.7 it would start a new game.

    I'll test IAPs tomorrow.

    Edit: No problems = see ads from AdMob, served via MoPub. Also see MoPub Marketplace Ads too when I enable that.

  • Ludei just updated the compiler to 2.0.1, I've just tested my game on it and so far it runs fine. Also the banner Ad works and auto refreshes itself like in 1.4.7. This is using the default CJS plugin from C2 v1.7.1 (most recent beta).

    I had trouble with compiler 2.0.0 with the default CJS plugin, it would not show banner Ads.

    CJS 1.4.7 has a rare crash issue on a lot of devices. I'll have to play test 2.0.1 more but I did play test 2.0.0 a lot and it never once crashed.

    Edit: After many hours of playing on the tablet today, no crashes yet. Good sign.

  • Frame latency. PC games suffer from it too.

    Some users are more sensitive to it, often referred to as "micro-stutter" because thats exactly what it is, when frames come at irregular intervals and not 16ms.

  • Your game even before it starts is using 6% of my i5 3570K CPU. That's very high for nothing on the screen.

  • There are many good tutorials on here for free, covers all the things you need to make a good game with C2. The rest is up to you, trial and error and a lot of hard work.

    So honestly I don't think C2 needs a guide book, its simplicity and the open nature of the tutorials from Scirra means its not as difficult to pick up, even for a novice.

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  • What C2 can make is nearly always limited by your own ability.

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Halfgeek

Member since 24 May, 2013

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