Zebbi's Recent Forum Activity

  • I could of course try every screen-size on mobile myself and test the performancce, but I was just wonderin'...

  • Scirra has an engine that does have advantages over other engines. The editor is incredibly intuitive and it is a great entry point for anyone who wants to learn programming theory.

    It isn't the only one, it wasn't the first, it's currently the best but it probably won't be when it's grandfather gets a rewrite later this year...

  • Wouldn't surprise me if we have a few people on here using this rollout of C3 to bad mouth Scirra and try and drag away their users to some other engine.

    Just saying

    Not seeing many low rep posters so far.

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  • You guys are right Canvas+ is the fastest webview engine, Corodva does recommend it for making webgl games.

    See, this is the problem.

  • A while ago when I tried Cocoon.io/Canvas+ it offered better performance then Intel XDK and PhoneGap.

    Immeasurably, in my experience. From about 20fps or something to 60. Same zip file uploaded to both.

  • > Construct is still nothing more than a prototyping tool. I would never consider paying for a fake Multiplatform software and this insane subscription model. Even with cocoon and intel xdk you can compile you games for free. There are a lot of other alternatives to make games (not prototypes) and compile then without have to upload your files. In my opnion, there is absolutely no reason to stop using Construct 2 yet, even for mac users like me (bootcamp). Still worried about Scirras future and its awesome community anyway...

    >

    Yeah the forums great!

    We even have users that come here to inform us about other software.

    I'm actually really impressed by scirra's extremely liberal stance on users freedom of speech around here. Most boards would close and delete if there were any early warning signs of mutiny.

  • Canvas+ isn't really doing anything all that much different in terms of the game's overall codebase so if you're seeing drastically better performance using it over WebGL/Cordova export, you're probably doing something wrong. It's not doing what you think it does.

    Okay, I have a project with a few plugins but none of them cause any fps problems. It compiles fast and furious on Canvas+. How would you recommend I achieve the same fps with xdk or a custom build.bat?

    I want a $1000-a-decade feature.

  • >

    > >

    > >

    > > Any issues you run into with XDK will likely exist with any other web-based exporter, because you don't have control over it, and if you're doing anything it's not expecting the build will fail. The idea that Scirra will be able to provide better maintenance than Intel? What makes you even think that's possible, given the resources of each company?

    > >

    > > If you want the option to optimize your builds as much as possible, you're better off installing node.js, cordova, java & GIT on your local machine and compiling locally, which takes much less time and doesn't require uploading your assets to a 3rd-party server (that may potentially be unreliable), which is going to be configured to support a more generalized build as opposed to something specifically for your game projects. Reliability aside, if you're working on a bigger project, uploading over even a fast connection adds a lot to the build time - whether you're using Cocoon, XDK or Phonegap.

    > >

    > > Once set up locally, Cordova isn't difficult to use, and just requires a few command-line options or your setting up a batch (.bat) file when you want to compile. If you're interested in doing this, install in this order: java, GIT, node.js, then Cordova. Installing Cordova last allows it to set up the connections to the other components automatically and no manual configuration will be necessary. Plugins can be installed from the command line/powershell, and I'm sure there's a GUI-based installer for them as well if you're more comfortable with that after setup.

    > >

    >

    > I just don't believe it's possible to achieve the same performance as Canvas+ does with any exporter/wrapper, none of them seem to disassemble the inner workings and recompile as well, or whatever the hell it does. Would self compiling with a batch file improve performance? And by performance, I obviously mean fps. I don't believe optimising code could improve matters to the point where xdk or a batch file build would ever reach the smooth, fluid gameplay cocoon is providing, but it should.

    >

    > No, doing the build online or offline is just the same... The performance won't change.

    > The performance is only influenced by your code, the engine, the device, and the wrapper.

    > Changing build options won't change anything but changing wrappers is another story...

    > Changing from IntelXDK to Cocoon.IO or vice versa would change performance.

    >

    > But finding the best performance wrapper is up to you.

    >

    No, the performance won't change if the exporters you're trying are all based on PhoneGap/Cordova, that's correct. I was referring to the speed of the build process, not the application that results from it. And as Ashley mentioned Canvas+ is a total mess, and non-standard, and performance isn't predictable across hardware because it's non-standard. There's little to "optimize" in terms of the build that's exported that's exporter-specific, other than Canvas+ they're all using pretty much the same backend to build. Canvas+ isn't really doing anything all that much different in terms of the game's overall codebase so if you're seeing drastically better performance using it over WebGL/Cordova export, you're probably doing something wrong. It's not doing what you think it does.

    Well I've had perfect performance with canvas+ and unacceptable performance with xdk and phonegap, so what could I be doing wrong to gain such a boost in performance?

  • hey, can I ask about the status on The Next Penelope on Wii U? I don't beleive there's been an update for some time

    [quote:2cv4orgp](I'll be the most transparent I can, please read until the end if you have a bit of time. Also, please excuse my experimental English, I wish I could be more subtle with words now)

    Is Penelope cancelled on WiiU?

    Sadly yes (not my decision, coming from the company who proposed to port the game and invested months and money in it).

    Even if the game is a very small one, being made using html5 and pushing it hard definitely makes it nearly impossible to port on consoles without recoding everything from scratch (= more expensive than the money a niche game like mine could ever bring back).

    That's the 3rd very capable company to throw in the towel after investing in this project ("3.5th" if you count my own attempt during the first year using the official Nintendo html5 framework).

    These news made me super s(/m)ad, but I know they're very good people and sincerely tried their best.

    From here, I since have done everything I could to find other solutions, even with the WiiU now being discontinued ( < hint: this doesn't help to find new partners).

    In my mind, the game was made for a Nintendo console from the beginning, so... well, you get the idea. It's not pleasant.

    I also would like to add how people at Nintendo Europe have been supportive and helpful with me.

    It sounds like PR bs? It's not. Having the feeling you're talking to (good) humans is very much appreciated, rare, and they rock at this. (Guys, if you're reading this at some point, me and my clunky English are very grateful for your time!)

    Now, some other brave/cuckoo/masochists friends of mine are trying to port Penelope to the Switch, but nothing sure yet.

    It could be as technically difficult and never happen, so please don't hold your breath on this (I hold mine but shhh).

    This is absolutely *not* an announcement or something. I so learned my lesson here, let's not announce anything until it's 100% finished now.

    Speaking of lessons, the new game I'm working on for more than one year now is made using Unity, so this situation never happens again.

    (http://wccftech.com/unity-nintendo-swit ... mario-run/)

    I can't wait to show some fresh stuff in the coming months so we can share some more joyful news : )

    Cheers, and thanks a lot for caring!

    Aurelien.

  • I'll have to try that sometime.

    Magically make a living by making my code open source.

    Enjoying your Linux servers? Android OS? Html5, even?

  • >

    > > Short Answer : No.

    > >

    > So, benefits? Besides less effort?

    >

    > The Export would become more reliable than before since it will directly be connected to IntelXDK.

    > But that still depends on what kind of exporter it is. Whether it is single click build inside C3 or a separate program from C3.

    > Another benefit is that we can file bug reports directly to Scirra if their Export isn't working. So lesser excuses from Scirra.

    > And since we are in a cloud subscription, the exporter is supposed to be well maintained so there would be lesser bugs and no more workarounds for supporting third party plugins and building. It should be as easy as pie to export if Scirra wasn't false advertising. That's the greatest benefit.

    > But regarding the performance... It stays the same.

    >

    Any issues you run into with XDK will likely exist with any other web-based exporter, because you don't have control over it, and if you're doing anything it's not expecting the build will fail. The idea that Scirra will be able to provide better maintenance than Intel? What makes you even think that's possible, given the resources of each company?

    If you want the option to optimize your builds as much as possible, you're better off installing node.js, cordova, java & GIT on your local machine and compiling locally, which takes much less time and doesn't require uploading your assets to a 3rd-party server (that may potentially be unreliable), which is going to be configured to support a more generalized build as opposed to something specifically for your game projects. Reliability aside, if you're working on a bigger project, uploading over even a fast connection adds a lot to the build time - whether you're using Cocoon, XDK or Phonegap.

    Once set up locally, Cordova isn't difficult to use, and just requires a few command-line options or your setting up a batch (.bat) file when you want to compile. If you're interested in doing this, install in this order: java, GIT, node.js, then Cordova. Installing Cordova last allows it to set up the connections to the other components automatically and no manual configuration will be necessary. Plugins can be installed from the command line/powershell, and I'm sure there's a GUI-based installer for them as well if you're more comfortable with that after setup.

    I just don't believe it's possible to achieve the same performance as Canvas+ does with any exporter/wrapper, none of them seem to disassemble the inner workings and recompile as well, or whatever the hell it does. Would self compiling with a batch file improve performance? And by performance, I obviously mean fps. I don't believe optimising code could improve matters to the point where xdk or a batch file build would ever reach the smooth, fluid gameplay cocoon is providing, but it should.

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Zebbi

Member since 20 Jan, 2014

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