PKrawczynski's Recent Forum Activity

  • Wow thats pretty nice, it had been quite a bit of work. Im really waiting for iOS version because its inspiring to play other construct2 games on mobiles. Always gives me that extra energy to continue on my own larger project

    It took you 3 months? Thats probably first post on your blog about that game.

    We used 1.4.7 for all our games on googleplay store and ios - works fine except if game is too large it will crash on ios4 (but that device is like lowest possibly target for anything, it wont be relevant once apple announces iphone6, they wont even have ios8 with webgl for that phone). Havent tried crosswalk or phonegap yet.

  • 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.

    How do you deliberately make game crash on sub 720p devices in construct? Its impossible. Even if you set some specific game resolution construct2 would rescale it to smaller size. You are not understanding what Im really saying. I can assure you if you had website with game I could load it and play without any issues. Thats exactly the case and you should be aware that cocoon isnt really great for medium to large games.

    Besides that - could you maybe write a bit how long game took you to make, how large project is in terms of assets and event sheets lines? How much it takes on disk Usual things that are interesting to other developers.

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  • 1. If your game have problems to work on 1gb device its obviously cocoonjs fault. My games that crash on cocoon on ios work perfectly fine in web browser. Thats because cocoon is very poor for larger games.

    2. Havent modified android, its all stock.

    Look this tablet can handle a lot with webgl, I hardly think your game would crash it due to performance of construct. In worst case I would still get 30 fps if it wasnt for terrible memory in cocoon.

    Im not blaming you or something, dont take it personally. Just tried to let you know that it doesnt work on very popular mid tablet. Samsung tab 2 and 3 have extremely high adoption rate because its just very cheap (i paid like 200$ for it).

  • Crashes on galaxy tab 3 while on ludei loading screen.

    Will wait on ios version to check with my ipad mini retina.

    It just shows how useless is cocoon js for games with larger ammount of assets :/

  • I honestly have no idea how Ashley could make intelisense for function object but it would be golden improvement.

    Thats literally biggest chokepoint to create games with less time than now. And to make bigger games.

  • Fyi game that currently crashes on me with cocoon js takes 150mb on preloader scren, 190mb on cover screen and it crashes at gameplay screen - probably because it uses more than 200mb then.

    Browser webgl memory usage is at 32.7mb.

    Im just going to wait for year for ios8 and 80%+ users using it to build with phonegap. There is no point in releasing larger game right now since cocoon sucks hard.

  • Similiar issue here.

    Ive found that couple of my games crashed on iphone4 due to game having large spritesheets.

    Once Ive cut them a little by using construct2 inbuilt image editor "crop transparent edges" games started to work and they didnt hang on. I was using cocoonjs.

    Right now im ultra paranoid when developing and constantly checking out if game runs at all on iphone4, when it doesnt im cutting out graphics a bit.

    Im not sure how to solve this problem. Can we unload resources and load them? Could I load and unload graphics that is large and is used only couple of times in project?

  • PKrawczynski Can you explain what the plugin does, exactly? I looked at the docs for it and it didn't really clear anything up for me, at least not in how it could help my situation.

    Just download example, It's very simple plugin yet very flexible.

  • I remember when Unity was for prototyping and making toy games. oh how far Unity has gone.

    Same probably could be said about game maker/studio.

    What Im not really fond with construct2 is pricing model, its not really sustainable. Once they will fill userbase and only small ammount of people will keep buying it wont be profitable to them and they might need to find new ways to monetize.

    im just hoping for the best for team because its really extraordinary tool to make html5 games.

  • Ok, well, I can work around it, it's just clunkier than it would be.

    I thought so myself for couple of months but rex plugin nickname is far superior to anything you can come up with just using bare construct2.

  • Irbis

    While I agree with your point of view to certain degree, being a douchebag wont help your public image wchich certainly can have effect on if Ashley will take you seriously to change something in c2 you suggest.

  • I'm professional games developer for 5 years of wchich 4 years were spent with AS3. Games making is my day to day job and hobby.

    Construct2 is fine for making games. I will go as far as to say its even extremely efficient tool to make small to medium sized games. I highly doubt it would be more efficient to write baldurs gate 2 in c2 rather than do it in unity3d right now which brings me to my point - when you make games you evaluate your tools and market and other factors and decide which is most viable for that task.

    For me c2 is right now dream tool. It took me couple of months to adjust to workflow and find my own way to organize project but dang, it does feel great right now. I also see progress of making more in less time with each month. There are also less failures and dropped ideas due to "it cant be done in c2".

    On top of that Scirra team is really great with all the work they do. Its easy to get in touch with them and have some help plus they add features all the time.

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PKrawczynski

Member since 3 Sep, 2013

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