NetOne's Forum Posts

  • Ashley

    Re [quote:10c13ay5]Since then I've just focused on the Intel XDK and PhoneGap Build.

    Please stay compatible with Cocoon.io.

    It's free for less than 50mb file. It's very simple to use, (delete configuration file, zip, upload zip) , and it spits out apks with better performance than running in Chrome browser directly. and definitely miles better performance than Phonegap build. and appears to have zero loading time.

    I am very happy to have a half a second startup splash screen for this performance.

    Cheers and thanks for making construct, it is awesome.

  • FYI.

    The videos make things look more choppy than they are.

    The cocoon.io build is exceptionally smooth and will stay around 59/60 even under heavy load without the phone screen recorder running. They appear to have implemented some very effective acceleration that is not present elsewhere.

  • PhoneGap build version video

    https://drive.google.com/open?id=0B6AQ9znz3zwxT3hUb2wwS1o3OEk

    Cocoon.io build video

    https://drive.google.com/open?id=0B6AQ9znz3zwxNThJWmZwU251MzQ

    running on xperia z1 compact

    higher fps and processor in cocoon.io build.

    no comments on the game I'm bit embarrassed to show considering some of the quality you guys are producing! I'm just learning, still struggling with touch controls. in fact the cocoon.io build is flicking the ship up to the top from time to time hasen't happened anywhere else.

  • Yes Done with 239

  • Very sorry. Yes cocoon.io. Not js.

    Giving super performance compared to phonegapbuild

    If I've got time I will do a video comparison with fps counters. However I must state that I am a total noob to all this so there may be settings etc I am doing wrong.

    Ps yes I read the interview which is why I was giving pgb a whirl.

  • Just FYI.

    Ive been messing around with PhoneGap Build and Cocoon.io today producing android apks of the same build

    Without a doubt Cocoon.io is really boosting the performance (when you use the canvas+ option) of my game to the point that it is performing even better than when hosting native html/js over lan.

    Where I am seeing 30-40 FPS on PhoneGap and 50 FPS on Native over LAN, I am seeing 55-60 FPS with Cocoon.io

    I am super impressed and excited by it.....

    Post edited to correct cocoon js to io

  • OK. I found this on their own forum.

    https://itch.io/t/42741/the-iframe-full ... e-the-game

    "The builtin fullscreen button for html games misaligns the iframe in fullscreen mode. It puts it 20px lower than it should be, leaving a black bar at the top and cutting off the bottom of the game.

    Adding 'margin: 0 !important' to the '.game_frame:fullscreen' css is enough to fix this.

    So the next question is can I do this with the construct 2 export???

  • Make sure ur collision polygon is not square. Are u using physics or bullet behaviour to make bounce?

  • Re Google Drive.

    Ive used it for the past 3 years for drafting large documents with 3 collaborators.

    You can have real-time collaboration on their office applications. this is one of the big draws.

    But also file access control and sharing are all excellently implemented.

    It also saves a lot of versions and history of file management not sure how far back but it has saved my life a few times

    I could see it being used for construct game dev especially where you could save a project folder have restricted access to the main capx file and say give artists access to image folders etc. yep would be good.

  • Guys, anybody using itch.io to host mobile games?

    This question applies to mobile only specifically android chrome. (when viewing on PC looks fine)

    I've just uploaded my noob in-work prototype to see what it would be like hosted properly.

    https://net-one.itch.io/skymek-furium?secret=h6Aws5y9VFMpBGHadzvm6hhK8o

    (please note there is no game just me learning construct 2 when you die it restarts. Twin Touch only I'm sorry so don't bother on PC so will have to be mobile or tablet for now)

    But Issues

    1 . My full screen button (blue top right) doesn't work at all on mobile on itch.io. .... So I have to implement their own full screen button option which is always in an awkward place and takes about 20 presses to register. my own blue button works fine when previewed on lan.

    2. Whatever way they frame the game they are chopping a few lines off the bottom and leaving space at the top, again on mobile only. This includes their own full screen button. my window is 720x400 which plays nicely on everything when I host over lan to whatever.

    ive noticed some workarounds and complaints on the unity forums for the same issue but nothing here..

    anyone with experience?

  • To follow up. I just introduced a small array 5x5 into my game then processed some simple calculations with it for enemy positions in a fast sidescrolling shooter. And the framerate tanked on my target Xperia z1. FYI I am aiming for mobile. it seems there are good reasons why there are not so many complex browser games on mobile....hmm. Stick with the tilemap thing.... I will hard code these enemy positions if I have to.....

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  • assuming it wasn't faked then they definitely would have been using arrays in the apollo software .....

    however , while you are waiting for roko's basilisk <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile"> .....something else to explore....this guy is talking billions of sprites in construct 2.....im at work so cant test......

    Xtreme Performance v2 | 2016

    https://www.scirra.com/tutorials/9368/x ... -2016-capx

  • Dude!

    1) Game looks awesome so far definitely worth persevering with, especially for mobile.

    2) I found this video on YouTube which shows a simple construct 2 level editor using arrays. It's not rocket science. They're just data stored at coordinates like a spread sheet. Once you understand writing to and reading from arrays you can adapt it for anything. I've not played with arrays in construct yet. But looking at the video they look reasonably straight forward to implement. https://youtu.be/2kQ27MZ-6nA

    Dunno tho if this will help tho. run a test first to make sure. I thinking your miscstuff spriitesheet approach could be causing you issues as you say. I do recall reading sonewhere on here that mobiles don't like large spritesheets. I think you'll need to find someone with propper mobile experience on here to confirm. I'm just a noob so will shut up now....

  • all screen size and resolutions are supported automatically with the right settings eg letterbox scaling / full screen scaling / high DPI / linear sampling etc...your decisions rest around window size / resolution / aspect ratio and producing your art assets at a resolution to suit.

    I think what you are talking about is letting the user set the window size from within the game.

    im assuming it should be possible, maybe with a layer reset.

    it would be interesting to know if you can do this.

    why don't you give it a try and let us know.....

  • I am not expert, but as they guys say above. By the sounds of it, for levels as big as the ones you are talking about then you want to be mapping them into arrays. maybe even a couple, eg one for your maps, one for item placements and states, one for enemy positions and states etc. You can continually update the arrays in real time and just display whatever is in/near the window. I'm sure that's how some of the old-school games would have done them. Makes save games easy to do as well. Sadly would probably need some major reengineering of your code and development of a level editor, but would also give you much more freedom and speed for level development. All part of the fun no????

    also , I am sure you have implemented already, but for mobile, as recommended elsewhere on this forum. using a low resolution with fullscreen scaling = no, high DPI = no, sampling = point, downscaling = low q, clear background = no can get you back up to acceptable frame rates for games with a lot of sprites. Though your issues seem to be related to size of the levels rather than graphics.