TheRealDannyyy's Recent Forum Activity

  • Just curious, how long does it take OP to export his game into nwjs?

    It take me less than several minutes to export mine as reference and I have zero issues with the process.

    On my PC and laptop the spritesheeting process takes about the same time: 15-20 minutes.

    However after optimizing it and temporally removing all my Full-HD art it got reduced to: 5-10 minutes.

    The Packaging mostly takes up to 30 minutes on my PC, and a lot less on my laptop.

    Don't get me wrong, exporting time is still acceptable. It just gets annoying when I have to test

    out events with Steam4C2 (I assume it would be the same with Greenworks), which don't work in preview.

    In these threads Ashley talks about in-editor spritesheeting being a goal for C3, and it requiring architectural changes that won't happen in C2. This was all regarding preview times but it affects export as well. ...

    Thanks, I either missed it or forgot about it.

  • >

    > Nobody knows what will happen with C3 and if we will see any major improvements.

    > Judging by the current information we got, it doesn't look well for the exporting side of things.

    > Anyway, I don't want this topic to turn into a discussion about C3 and it's possible features.

    >

    Ashley confirmed in-editor spritesheeting for C3, which should boost preview & export times considerably.

    It's kinda hard not to mention C3 when it comes to new features and even improvements to existing features. C2's all light maintenance and bug fixes now.

    Also I made a very similar thread a long time ago. Ashley's response was just this.

    Where did he confirm that, was it inside a post on the forums? Please send me a link if possible, that sounds great.

  • >Image count has a huge impact on preview and export times

    >Probably won't see any improvement here until C3

    >Don't buy anything from AMD ...

    Yeah, this is the first and last AMD product that I'll ever buy, at least my heating costs are at an all time low (I'm not even joking about this ).

    Nobody knows what will happen with C3 and if we will see any major improvements.

    Judging by the current information we got, it doesn't look well for the exporting side of things.

    Anyway, I don't want this topic to turn into a discussion about C3 and it's possible features.

  • The package.nw files are the same in each export folder and do not take up any extra resource to be compiled (beyond the small time taken to copy/paste the NWjs folders from the NWjsForC2 folder...).

    Have you tried exporting and not selecting image compression and script minify?

    To make the export almost instant (ie like preview) then we would need an option to prevent sprite sheet creation for the export - but then your tests would not produce representative performance results because of their lack of use of sprite sheets.

    I never minify scripts because it tends to break custom plugins. I also use the default for image compression (PNG 32).

    Despite the fact that the spritesheeting takes a while, I can confirm that the packaging is the cause of the problem on my end.

    Even my laptop exports faster than my PC at this point, which seems to be caused by the AMD CPU.

    Anyway, I wouldn't like to consider issues on my end as an excuse for not having this feature.

  • W A S D is totaly unconviened for Azerty users.

    quote]

    Yes we have a problem with foreign keyboards ...

    Indeed but I didn't want to suggest a custom keybinds menu, since that would include a fair amount of work.

    It's an option though and learning to create such a menu will surely help you with any of your future projects.

  • I know this might not be helpful but why don't you use the "W A S D" keys instead?

    The most of us are already used to those keys for default movement keys in their video games.

  • Quick Introduction:

    Some of you might already know me as the annoying "critical" guy from my previous complaints about some of C2's mechanics.

    The Reason Behind This Post:

    I believe that the majority of C2 developers that export their games to desktop already know

    or currently have to deal with the following problem: Extremely long exporting times.

    Especially users with an AMD CPU seem to suffer from this issue, based on comparisons on my end.

    Reproduction + Cause Of The Problem:

    From my previous tests with exporting a fairly large game with NWjs, I could clearly identify the "packaging" as

    the cause for the long exporting times.

    Possible Solution:

    I'm not an expert and just have some minor background information about the whole exporting process.

    However my guess would be that packaging for each platform, might not be the best method to export NWjs games.

    Based on this conclusion my suggestion would be to "polish" the exporting window and add additional options

    to separately export your project. (Windows [32/64 bit] | Linux [32/64 bit] | OSX [64 bit])

    Some Last Words:

    We all know that you are a busy man Ashley and we surely appreciate that you didn't abandon C2 and still provide us

    with monthly maintenance updates. If there are any problems that are stopping you from adding this suggestion,

    feel free to inform us about them. I hope you understand that quickly exporting with NWjs is an important feature

    for the most of us because plugins such as Greenworks or MadSpy 's Steam4C2, only fully function that way.

  • >

    > > Still I have not posted my game for android, all tests have been made using preview over wifi.

    > > According my know, performance is the same as when you export using XDK.

    > >

    > That doesn't answer my question, I assume you use Cocoon.io or Phonegap?

    > Did you make exported, on device tests at all?

    >

    Well, I think it does that answer your question, if I understood correctly (I'm using translator to understand you).

    Tests have been using preview over wifi, as I said before, then I have not exported to a apk and I have not done a test from an apk file.

    I guess it depends on the device, on my end previewed games tend to be more laggy and have performance drops, as soon as a lot of HD sprites are shown.

    When I talk about performance of the end-product, I aim for good performance on each device and not only high-end devices from the current generation of smart phones & tablets. (Excluding devices which count as "bottlenecked".) Basically every device starting from Android 4.0.X, which on average have a Quadcore 1+ghz chip and at least 500mb of RAM available. If you've released an exported version of your game, feel free to PM me a link.

  • Still I have not posted my game for android, all tests have been made using preview over wifi.

    According my know, performance is the same as when you export using XDK.

    That doesn't answer my question, I assume you use Cocoon.io or Phonegap?

    Did you make exported, on device tests at all?

  • And is not better "Scale inner? The image is stretched

    Sorry to tell you the following but for me it seems like you have a lot of questions and don't know how the behaviors work.

    I recommend you to create another topic in the "How Do I" section with some example files included.

    You will receive more detailed help there, feel free to post the link to it below.

  • You may find this useful What is the best resolution for mobile game?.

    Yep, working with safezones is also nice and a quiet popular way to do responsive game design.

    Both methods have advantages and disadvantages, It's up to you and your game on what to decide.

    I'm sorry, the last question ... letterbox worth? It is compatible with mobile?

    All scaling methods work everywhere, unless your device is showing something different than the chosen one.

    In that case a bug report would be the best thing to do.

    You have to use "Scale Outer" when you export your game. Letterbox scaling is just used in testing to make things easier I assume.

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  • On performance, I can have 300 objects (sprites of 32x32) with a physical layout of 854x480, 60fps that works in my 6s galaxy.

    In my game for mobile device I am using raycast, I make extensive use of angles and much more, works at 60fps on a Galaxy Tab A 2015 (Quad-core 1.2 GHz) and a HTC Desire 820.

    Which exporting method do you use and could you give me a link to the game? I'm just curious.

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TheRealDannyyy

Member since 30 Sep, 2014

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