jobel's Forum Posts

  • dcadjust are you building for Android or iOS or both?

    I'm trying to build for Android right now and for some reason the armv7 debug.apk works on my device, but the armv7 unsigned apk says it's corrupt when I try to Install it on my mobile device. any ideas?

    installing to Android 7.1.1 ASUS Zenfone 3

  • Once you get to know the site, setting everything up is actually easy to do and works well.

    I’m struggling with leaderboards a little, but that’s just because its new to me. Once you know how these thing work setting it up will be a breeze I’m sure.

    I’m definitely sticking with cocoon for now and do recommend it for your mobile projects.

    I agree (so far) I've used both XDK and and CocoonIO (to a limited degree - still new at them) and I actually like CocoonIO better. Although it took a little getting used to....

  • Hi,

    I'm wondering if I could hear from anyone that has released a mobile game using the Physics Behavior.

    I'm targeting CocoonIO > Android (Webview+). And I'm capping my physics objects to about 30.. not sure if that is too high or not.

    1) In general what kind of feedback do you get on performance, if any.. are there any issues? battery life?

    2) what's a respectable Collision per second check? I think I'm capping at 20,000 (30 objects)

    3)any other tips regarding the Physics Behavior as it relates to performance?

    Thanks!

  • I got black screen as well.. but when I changed to WebView+ it fixed it... yaay!

  • oh actually the Armv7 debug version works... all the other versions are viewed as corrupt on my phone.

    guess I'll cross that bridge when I come to it..

  • thank you! same problem here.. but now when I downloaded the apk to my phone it says it's corrupt!

  • Hi,

    Just compiling an empty "game" to cocoon.io (Android build) and it's not working.

    I get an Android compile error:

    COMPILER ERROR: 
    
    Error extracting the zip contents. Check that your zip file is valid and filenames does not contain foreign characters
    [/code:3j14xaq6]
    I deleted the config.xml -- still got same result.
    
    just trying to go through the process of putting an app on my Android phone.
    
    can anyone help?
  • figured it out.. physics uses torque or spinning in order to do the angle correctly... wonder if there's a way around this other than pinning something to the physics ball?

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  • I'm new to using Physics behavior, but am I doing something wrong?

    Right click: fire a ball with the physics behavior

    Left click: fire a ball with the bullet behavior

    and compare...bullet bounces more accurate than physics?

    https://www.dropbox.com/s/vqw3qdu7qlgje ... .capx?dl=0

  • hey Rojo, cool plugin.. but most likely I'm using it all wrong...

    first, I can't figure a way to apply an impulse or force at the angle my shooter is facing (so I just did a random angle)

    but how come when the ball bounces off the top it always comes back straight? Opposed to when I left-click and drag/release it, it does the angles correctly?

    https://www.dropbox.com/s/omqseqg848gjq ... .capx?dl=0

  • Well 30 frames might push things a bit.

    That is to say if you have a bunch at the same time.

    That's why iso rts's are so hard. 16 frames for 8 directions gets out of hand quickly.

    I'm not talking about performance, I'm just talking about wasting memory.

    Although now that you mention it I do have 400 sprites currently using 30 frames of looping animation. Hoping to decrease the number of frames, but it runs okay right now in tests. A steady 60 fps. If the number goes above 800 I start to have issues, so I make sure to cap it at 400.

  • good read! thanks for posting it..

  • The only issue is max texture size, which is usually above 2k.

    okay makes sense..

    so if my sprite is 65x65 and has 30 frames I'm not wasting any memory. excellent.

  • newt so I would get a benefit from downscaling? I don't understand what you mean.

    I was thinking for desktops C2 would NOT place images in memory on a power-of-two size texture big enough to fit it.

  • referring to this blog post

    https://www.scirra.com/blog/112/remembe ... ory?page=7

    I realize Ashley was referring to mobile systems but does this at all apply to desktop Chrome (NWjs)?

    "Many mobile systems don't support images which are not a power-of-two size (e.g. 32x32, 64x64, 128x128...). To work around this images will be placed in memory on a power-of-two size texture big enough to fit it. In this case the 1920x1080 image will be placed on a 2048x2048 sized texture in memory!"

    Do I need to be cautious of power of two sizes? or rather does it waste memory having a non-power-of-two size?