szymek's Recent Forum Activity

  • newt

    do you know any paid game engine with similar approach i.e. "you can make a great game but we give you 0 guarantee that it will work well. And if you will have any problems / bugs, then well, you can ask some 3rd company for help"? I don't know. That's why I'm using Construct 2 only because I have still hope for ludei team and their work. They got 0 dollars from me, yet they are trying to take some responsability.

    Jayjay

    [quote:1qrl3djl]I'd rather put my money towards Scirra acquiring more control over (or direct dev time and support from) runtimes similar to CocoonJS and Node Webkit (or now: NW.js) than a new editor.

    Exactly.

  • Take it somewhere else then szymek.

    Something is wrong with C2 or Scirra's approach or there are false promises on C2 page -> "Go somewhere else!!!!1111. Leave Ashley alone!!!11111"

    Nevermind.

    There is no point as a for-profit game dev in having the best 2D game engine/dev tool in the world if your exported game doesn't run on any client's computer with reasonable specs.

    +1

  • damainman

    Jayjay

    this thread become one of the saddest topics on Scirra's forum. Yet Construct 2 is still advertised with words like "lets YOU make advanced games!", "professional game development software", "true multiplatform support", "Reliable, Stable"...

  • so in the end it is better that ludei is depreciated as it means scirra does not do anything to make it compatible (which was already something to expect) while ludei does things to be compatible with C2, which is actually how it should have worked in the first place

    somehow you are right

    There was time when ludei was totally ignoring C2 devs remarks

  • I helped one of the forum members get his 5fps game that would crash on mobile. To 60fps and memory effecient on the same mobile fps under CrossWalk. Use the info however you want.

    eh. I'll expland

    Scirra promotes a no need to optimize and no need to micro optimize. This however is untrue. Not only should you mirco optimize, you should also be wary of C2 own Plugins. Some of C2 plugins will in fact hit your performance hard in ways you wouldn't think so. However if you take up good game design on your efforts, micro optimize, careful use of plugins, replace plugins in some cases. You can get descent running games on mobile.

    1. Sort you images into types and layers.

    You need to take advantage of C2 quircky texture packing to maximize the WebGL renderer. You won't notice this an issue with small games. You will on bigger ones.

    - All ui images are in one sprite.

    - all platform images are in one sprite.

    so on etc.

    2. Each Sprite Object is it's own texture pack

    Right from the get go this relates to 1. Each Sprite object will pack have it's own images packed into it's own sprite sheet. So if you repeat images in 2 different sprites. Then those images will be repeated in more than 1 sprite sheet. So do number 1 is mandatory.

    3. Behaviours carry performance weight.

    Don't attach plugins willy nilly like theirs no tomorrow. A simple Plugin such as Pin. Has curve based performance reduction. It's strange to think that Pin which figures an XY value hits performances. but it does. A few objects with pin is fine. a few hundred objects with Pin, and then you will start to notice.

    4. Some behaviours are just slow.

    I will use this one as an example. I wanted a rotating background in my game. So I made a 2048 by 2048 image. The game currently ran at 60fps with the background not rotating. As soon as I added Rotate Behaviour the performance dropped to 8fps. whoaawhh

    I switched to rotation in the EventSheet and that jumped performance to 30fps.

    I then rotated in the EventSheet every other tick(ie updating the image rotation at 30fps) and the game ran at a buttery smooth 60fps. And there was no visual difference.

    Lesson. Don't use Rotate Behaviour. I don't know why. I looked at the code. Doesn't seem like anything would hit performance. But eh.

    oh the game was running on a 6 year old Tegra 2a Tablet. So we are talking pretty old in comparison theses days.

    I had a link to a C2 game. The developer was showing a video of his main menu. Which was an orbital space system. Where clicking on an area woudl scroll the rotating systems to another set of rotating systems. The planets, moons and start acted as the button interface. This ran at 60fps on a 1core chip with 512 mb. Was buttery smooth, supported 3 level deep parallax layering.

    However I will be brutally honest. Due to Scirra not having a lot of value in micro optimization. this put's far more responsibility on the C2 developers. And new C2 developers just can't cope with the heavy rigid performance design. Most just come in and start making a game. Then use C2 in the most intuitive manner possible, because it's so easy. Then find doing so causes extremely bad performance. The few who I have encouraged rigid discipline and listed tend not to have much in the way of performance issues.

    +1 for whole post

    anyway it would be nice if some behaviors could be optimized by Scirra too (AFAIK platformer behavior is heavy too)

  • Ashley said:

    [quote:1npusu86]we do support Ludei's Webviews. Last I heard, Canvas+ still had memory management problems, which was the #1 complaint, and still has a long list of features not supported (Web Audio, WebRTC, XML parsing...) that lots of users want. Even if you can get by without them, a lot of other users need that, and only the webviews can provide it.

    so from Ashley's point of view Crosswalk is - IN THEORY - better than CocoonJS Canvas+. Of course practice shows that Crosswalk is not better (it is slow, it jitters, it has memory issues too ( ), it has slow audio decoding, it had terrible SSL security issue, it has much bigger APK) but it does not matter for Ashley. Because in theory Crosswalk is better than CocoonJS Canvas+.

    As for now we can only ask ludei for support and wait for their Atomic Plugins for Canvas+/WebView+.

  • Anywhere I can find a video of a mid-range (under $250 unlocked) android device spitting out 60fps/1080p/1,000s of sprites in the context of an actual C2 game exported with the current crosswalk stable(CW10)? Because really, I would love to believe this is possible, but I just don't. Then again, I've been wrong before...

    I would like to see Flappy Bird clone in 60 fps, perfectly 100% smooth in Crosswalk:

    3 sprites is not too much, I think...

  • It is not far, but it requires more work than expected. The main problem we are facing now it that we are moving to Cordova. And we are testing what implies to export C2 using Cordova for Canvas+ and the Atomic Plugins. So far, C2 requires jQuery. Canvas+ does not support it yet. That is why is taking some time.

    thanks for update,

    so is it matter of weeks or months?

    I mean: Atomic Plugins + C2 + Cloud service

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  • Ashley

    [quote:162q53bl]I'm frustrated too, and I can see this comes at a bad time after all the nonsense with CocoonJS

    C2 apps works smooth on iOS thanks to ludei

    C2 apps works much better than Crosswalk on Android thanks to ludei

    so maybe it's good time to make peace agreement with company that helps so much to C2 devs?

    you should understand that people are using CocoonJS not because they are Ludei's fanboys,

    but maybe they have no alternative? [ just to mention @Egyptoon case ]

  • Jayjay

    Egyptoon

    shaircast

    uhm. At least now no more serious devs will treat C2 serious. Especially when nothing really changed: 1-2 years ago we have heard exactly the same excuses like we are hearing now.

    We have to accept reality where Ashley do only what is comfortable for him. And we have to accept Scirra's business model: 2-3 person company and money from kids and education + ignore serious devs and taking responsability.

    And yes - someday HTML5 situation might be perfect. But now is now. Some people have to pay bills now, not in 2016, 2017 or 2018.

    [quote:1aknlvlc]2 years of studying coding would make a lot of difference than waiting third parties.

    +1

  • sqiddster

    Thanks for update on C2 vs. desktop situation.

    I think that you made a great game and it's really shame (but not your fault) that we can't play it smooth even on medium desktop computers.

    Jayjay

    can you imagine serious game developer explaining to his investors:

    "Our game is 100% ready, but we have to wait 3-4 months for one bug fixing... maybe 6 months... but not more than 12 months... Google will do that sooner or later... they have thousands of programists... and billions of dollars... let's have hope in Google"

    ?

    I can't

    That's why I guess that 80% C2 users are just kids / will never release anything serious / learn C2 at school (C2 for education) / will do only ultra-simple stuff

    and Ashley knows that. So he can wait.

    And we can only beg for help from Chromium / Crosswalk / Ludei teams.

  • Everyone was crying for us to develop a new desktop exporter when NW.js had a v-sync bug. As far as I can tell, it's now fixed, and I haven't seen any other demands for a native desktop exporter since.

    Aurel

    sqiddster

    is it true?

    [quote:qrugi1ld]In the space of a year or however long it would take, any temporary issues would almost certainly be fixed.

    1+ year

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szymek

Member since 18 Jun, 2013

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