saiyadjin's Forum Posts

  • no. coocoon io uses it's own canvas to render stuff in it, and it's pretty lightweight, in visual studio you can build your app as pure apk for android webviews, where android 5.0+ is used, or you can add crosswalk through references on github for 4.0+ android. the good thing is that you can change the code of crosswalk and fix stuff yourself.

    i'm not going into details now, but there's way more customization then with other compilers + it's free. any size, any type, anything.

  • like i said, i'd love to write a tutorial, but currently i'm in some big jobs that take my time and i simply can't get it all done together. but in a few months i will do it

    it's more powerfull because you can edit your stuff, visual studio can tell you references problems, you can download tools for optimizations, javascript handlers, javascript code improvers and what not. it's simply a huge tool for well... everything. you can even open plugins and change them yourself, improve them, fix them, etc... it's got a github support and extension now, so you can include git projects directly into your with just 1 line (link to github), there's really too much stuff to write here about, but of course if you want to improve anything / learn anything - there's a lot to do - googling, searching, trying, repeat..

  • i don't think there is a way to see that game was built with visual studio (on google play) unless someone specifically wrote that down, but i'm pretty sure there's users here who did. i can though point you to a few things:

    some general cordova + vs app building tuts -

    then -

    Subscribe to Construct videos now

    and finally - https://www.scirra.com/tutorials/272/ho ... dows-8-app

    then - http://wakeupandcode.com/publish-a-wind ... nstruct-2/

    and then - https://mva.microsoft.com/liveevents/co ... evelopment <-- free, just needs registration, cca 8h video

    and finally the question / answer - http://stackoverflow.com/questions/2362 ... va-support

    or if you don't have time to read all this <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile"> - export game as cordova. open empty cordova project in visual studio. copy files there. fix references. build, fix, compile, optimize and more..

  • wizdigitech - we were talking about building our html games exported with c2. you don't need c# for that. but you can use visual studio (community version is free, has android simulator, builds ios/android aligned packages, also for WP, and more). you can utilize the VS as a tool to build your game. it also has some extra optimizations, and you can get different extensions from their store where you can get loads of "helper" tools that can improve / upgrade your code before you build an apk/etc. and you don't need to know 1 single line of C# for that. you need to understand XML maybe and some javascript. i'd do a guide for each export through visual studio, but currently i'm too busy to mess with it. i probably will in some short time though (a couple of months when i get rid of all my other things to do)

  • visual studio if you ask me.

    yes intel and cocoon are good, but if you spend 10+ hours pimping stuff in visual studio for your project you can end up with 10x the build.

  • only shrinks your files. but in runtime they would be the same. but be carefull - with png8 you lose alpha channel.

  • you probably won't see beta until end of this year.. that's at least my expectation. you have to think it's 3 person programming 1 "huge" engine.

    that's my approx, though ashley probably has better info since he develops it

  • latest.

    jdk 8u72

  • somewhere on their forums. probably just a rumor, the person claimed it's about to be set in 2016 version of the software.

  • all 3 are good, but from what i've heard maya is supposedly easier, and 3ds max is dropping animation support from 2016 on.

    in the end i think it's not about the software really today, it's more about the artist / user who defines / creates the work.

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  • yeah 3d max is also good. maya and 3d max. you can do it with blender which is free, but takes more time to make better shapes and stuff because of less features.

  • blender? maya? do you know even what 2.5D stands for?

    if you're aiming for isometry - that means exporting your models + animations under 45° angle from x and z axis. you get a visual that "looks like 3D" but it's actually 2D. a lot of playing with z-ordering though should be applied.

    and real 2.5D - it means that your sprites are 2D, and your objects (land, buildings etc..) 3D, real objects, and that is supported via Q3D plugin, otherwise it is not.

  • no idea. i updated normally on 221 on win 10.

    try uninstalling downloading new installer and installing then.

  • create a family of avoidables and set them to ignore?

  • interesting if you're using your 1 image of fullscreen size and you're moving it around don't expect on most phones more then 10 fps.

    here's how:

    different phones have different graphics chips.

    lumia & most androids - Adreno 200-400 - around 130 - 300M fillrate (pixels per second! )

    iphone has PowerVR graphics - they have huge fillrates - 1G fillrate - even the old weak ones.

    desktop PC - around 200+ Gtexels (but let's take the PC out of equation, everything will work on pc

    so... you've created your graphics where you do something with your 854 x 480 single image

    let's calculate the fillrate with that image:

    853x480x32 = 13117440

    now let's see how much fps can we get on each of our phones:

    lumia and androids - with adreno (let's take the best one - 300M) = 300 000 000 / 13117440 = 22,87 FPS - on the strongest adreno, since you got ~ 10 fps, i guess it's adreno 200 which has 130M fillrate which gives us 130 000 000 / 13117440 = ~10 fps

    iphone - 1G fillrate - 1 000 000 000 / 13117440 = ~76,23 fps - which is a good performance.

    therefore conclusion - the problem is not your hardware, it's your game and the things you want to do. therefore you didn't really understand what ashley wrote in "not to waste memory" article..

    also a bit more math - if you want to fill your space with moving objects - if they are 50x50 pixels - you can have them 1250 to work fluidly on every phone ~100M

    fillrate

    the only thing i'm not sure 100% is if that is for 1 frame / s, or 60 frames /s, because if it's for 1, then for 60 you get ~ 21 object max