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  • 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.

  • Hi.

    Game size after export is 46MB.

    Memory use in game is 429MB

    In C2 estimated Memory use is 509MB

    CPU util in debug is 14%

    DrawCalls 1.8%

    Engine 4.5%

    Specs

    Nvidia 670GTX

    16GB RAM

    Windows 7 SP1 64Bit

    Quad Core I5 processor

  • I am currently using version 173.

    I have not tried HTML5 with CJS no.

    I tried XDK which throws errors while opening the export stating the .js files are so bugged and have so many errors that it refuses to debug because it would return to much errors.

    Export to CJS works but performance is horrible.

    Export to Ejecta Works but performance is horrible.

    Export to Nodewebkit works but performance is horrible.

    I will try the HTML5 to CJS but i seriously doubt it will work considering 4 other wrappers failed.

  • If i sounded rude i do apologize. I meant no disrespect. I am extremely stressed. My game was working 100% on IOS at 60fps and Mac. Until something changed about 1 month ago. From there on out i get 40fps and the game has a noticeable stutter. I thought well once i reach a point where the game is done i can do optimization. But i did that. And i no longer believe the issue is with my game but mostly due to the third party dependencies.

    Personally my greatest frustration is the fact that there are no in-house exporters and that we are left with its a third party problem for a resolution.

    Look. Construct 2 is a great product. It taught me a lot. But right now i need to make some money as i dont have a salary.

    My game plan was to make money from my game of which i have spent 8 - 18 hours a day. Testing. Creating. Recreating.

    And then without warning performance drops and the game can no longer be sold.

    I would still like an official response as to what the limit is. Also if there are any roadmaps for inhouse exporters.

  • Ok.

    Then i would like official confirmation from Ashley or one of the devs stating that Construct 2 cannot export a game of a specific size (must be specified) and run properly on Mac OSX, IOS, Android and PC.

  • Ashley

    I would like the inquire why the only working export is pc.

    My memory usage is below 512mb. Yet the game lags on Mac, Iphone, Android, Windows Phones.

    It literally only works on pc's.

    Something must have broken regarding exporting.

    What can i do to investigate where is issue is?

    My launch has been delayed weeks now due to constantly redoing everything thinking i was doing something wrong.

    But i have officially concluded there is nothing more i can do. Apart from rebuilding the game in another engine.

    What can i check, what information do you need. Something is seriously wrong as my game falls within the recommendations of resource usage.

  • Hi.

    I got the game memory usage down to less than 500mb.

    In the past, im talking 2 months ago... i could launch my game on cacoonjs

    But now... all i get are black screens when exporting to cacoonjs from Construct 2.

    There are no errors. Just a black screen then the application closes.

    So clearly the problem is not memory issues.

    Any advise would be appreciated.

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  • In the long run its better to use something that's more mature than HTML5 if you are aiming at PC, Mac and Linux and a game that has large amounts of animations. HTML5 wrappers at the moment are inconsistent.

    I have machines capable of running Crysis in full settings but C2 games lag due to poor performance of WebGL effects and NodeWebkit.

  • Hi.

    Why does Nodewebkit create 2 separate processes when running a game in mac?

    My game uses 600mb of ram. So the game uses that, but then the game creates an additional process identical to the first and uses the same amount of memory?

  • We made something semi like that.

    We used sprites. The sprites were a picture of the menu.

    Created a global variable. If "menu key" is pressed set position of Sprite to where you want on the screen. To keep thing simple i used a layer that is ontop of all other layers with a parallax of 0,0 so its always in the same place.

    I create blank sprites that i pinned on the icons in the menu.

    Then when the menu sprite is moved to where u want it, it pins those helpers to that position,

    Then created an event for each item and said if touched do this. That way we have on sprite... with many invisible helper objects controlling the different buttons or items.

  • Well i agree. I have seen with my own eyes, a system that can run Crysis on Full gfx... lag like crazy on my game due to WebGL Effects.

    Personally i feel if Ashley and the Devs of C2 want to make a solid product, they will have to develop their own wrappers.

    The biggest issue i have seen with C2 is lack of support for 3rd party wrappers due to most of them being opensource.

    Scirra is exposing themselves to issues like this. They don't have control of the wrappers. So they are reliant on other people. Which effectively is coming down to a simple fact... C2 cannot deliver on exporting on all platforms as intended or marketed. Because you are actually exporting to a 3rd party wrapper and not to a platform.

    So it should state you can export to any of the following wrappers who are controlled and managed by third parties. If said third party messes up like they did with NodeWebKit for linux, that its out of the control of Scirra.

    Look. I love C2. Do not get me wrong. But leaving exporting to third parties is a major risk not only to Scirra but the dev's who use it.

    I have been forced to redo all my artwork because of theses small issues. (that's 2 weeks that i have fallen behind launch)

    Also now after announcing i will have a linux version available, i now have to give away free copies of the game on linux with additional scripts to make it run on linux because simply exporting to linux is defective due to a third party controlling the linux builds.

    C2 already has a crap load of features available. What good are all these if exporting to a wide range of platforms are so problematic? It would only make good business sense to halt work on C2 itself and work on wrappers so that Scirra can take back control of what their product does upon exporting.

  • Here is my Rant. I do feel this is completely unacceptable.

    The mac build i can still understand. But the Linux?

    Really.

    http://www.crocopede.com/index.php/blog/item/9-html5-is-still-premature

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Ldk

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