Toby R's Recent Forum Activity

  • You should basically do exactly like manual says.

    https://www.scirra.com/manual/184/admob

    C2 official AdMob plugin + phonegab plugin i Intel XDK.

  • If you set it up already then you know how to do this. You had to set up a plugin in C2 and you had to set up a library (plugin) in Intel XDK right? What plugin do you use in C2 and Intel XDK?

  • Today is exactly a year as I work with Construct 2.

    It might seem not much but I've spent this year very intensively with Construct 2 as my main "job". Working with C2 nearly everyday for more than 10 hours a day gave me pretty clear understanding of what is going on around. I had more than 10 years of development experience before I started to use C2 which surely helped me understand things better and faster.

    During this intensive year I struggled a lot with many things but in the end I always managed to achieve my goal. I've managed to write two e-books, AirConsole-Construct2 game, several mobile games and many prototypes which will rise some day as desktop/browser games.

    I am proud and happy I've managed to do it. So with this one-year "celebration" day I just wanted to say my very conscious C2 feedback. I find Construct 2 as a masterpiece. Time is the most valuable matter in our lives. And there is no way you can build apps faster than using C2. And the community! - You know!

    Alright. At the end of this kinda sentimental post which I'm writing at 6am I thought I'll give you something Community!

    Well it's nothing much but I just wanted to share something so I've created a blog and added first post regarding free assets. I wrote a list of all free asset sources I found till now and use on a daily basis for prototyping etc.

    Hope You'll find it useful.

    http://tobyr.wtfgamesgroup.com/free-assets-for-game-development-list-and-rules/

    I will post there various C2 tutorials and other stuff related to game development soon. Will keep you updated.

    Cheers!

  • Had the same problem when I was using C2 official AdMob plugin + Cordova AdMob library. Once I changed Cordova AdMob to Phonegap AdMob library, everything works fine.

  • blekdar I think your question is not really related to this topic, so maybe it's a good idea to make a new one. If your game take around 80-90% no matter how you wrap it then I think it's no a matter of wrapper but your game optimization. There are always many ways to to the same functionality. One might be very CPU consuming while other be very light for CPU. Check profiler and try to optimize the most heavy parts.

  • Your game have lot of objects

    my game have lot of events, global variables

    Than I believe the most useful part of ebook for you will be "Re-factoring to triggers" (starting from page 26).

  • And what if my game has NO collision detection between objects, involved at all?

    Are there many tips in your eBook that can dramatically help in cases where rendering [not collision] is the primary drain on framerate and performance?

    I am looking at the eBook on the store, but if you don't have much advice on the rendering side of things then maybe this isn't going to be helpful for my current project.

    Please take a look on the Table of content. There is a part about rendering as well. I don't know you project so I can't really say how much helpful my ebook would be for you regarding rendering. But there are some universal tricks which work everywhere.

    Again note that you can always ask for a refund if you decide that it has no use for you.

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  • delgado I don't know your project, so I can't exactly say. But this part looks very unoptimized from what I understand, so yes. You can have probably a huge performance boost if you read my ebook.

    Give it a try. If you won't like it you can always ask Scirra for a refound. But first read it and if you have any questions or doubts, contact me. I will help you with this part.

  • Hi delgado

    As I wote in e-book description:

    [quote:3evqemuw]In this e-book I write about the most effective optimization tricks I've implemented in my recent game Zombie Annihilation. After implementing all those improvements some parts of my game recieved even 400% optimization boost. After all my overall app performance at least doubled.

    So yes this ebook is based on my experience. Zombie Annihilation works now 55-60 FPS most of the gameplay time. Before implementing those optimization tricks it was about half that.

    Please also note that it is built using Intel XDK with Crosswalk 15, CLI 5.1.1 (so it is not the new build system yet).

    Let me show some test results (this is a content from the ebook) about collision optimization.

    Before optimization

    After optimization

    This is the part where I actually got a 400% optimization boost. From ~40 000 collision checks/s to ~10 000 collision checks/s.

  • It does. It is from my mobile game. Send a screenshot of how you did it. Also do you use IntelXDK or CocoonIO?

  • they shouldn't be that big!

    From the developer perspective. I agree. Also they ideally should not be made with HTML5 but with Java.

    But from the customer's perspective... If someone finds a nice looking small casual game with nice video etc. Will the size of the game discourage him from downloading the game in your opinion? In my opinion - not at all. Requesting Calls data or Location permission (as it is with Cocoon.IO) will discourage some of them for sure (but that's another topic), but not the size of the APK.

    I would say even opposite. People who are not developers and they have totally no idea of the technical things, usually think "wow! this is serious! somethig nice is inside!" when they see game has pretty big size. Because they simply think "the bigger - the better".

    Just to be clear. I'm not agains CocoonIO. I've tried it and I like it. Ludei does the great job. Permissions are serious problem but except that, all the rest is ok.

    So again as a developer I agree. It is wierd that the wrapper takes usually more than the game itself. But from the other hand it gives you stability cause you are sure that all your customers run the game in the same browser.

    But developer's point of view is not really important here. Customer's point of view is the most important.

  • You need to preload them only once.

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Toby R

Member since 23 Mar, 2015

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