tunepunk's Recent Forum Activity

  • goldenskygiang Personal edition is not expensive. Even the extended business licence is not expensive. I wouldn't even bother calling myself a proper developer releasing games on a free version that's probably only intended for people to try, play around with, and get the hang of, and learn how to use. If you are serious about making games and release them to the public you should invest in a proper license, in my point of view. If you worry about "looking bad" with a fee version loader, i would say it looks even worse trying to hide the fact that you are using a free version. They offer you a great but a bit limited software for free, the least thing you can do is give something back and promote construct 2 using the default loader...

  • Cool. Nice to see construct can be used for more than games!

  • Ashley There must be something causing the app to perform way worse than in a regular phone browser... In my opinion it should be the other way around.

    For now my game has around 10-15 sprites on the screen at any given time. No backgrounds, no parallax, nothing. There's no noticeable difference when switching from point sampling & to linear sampling or other render settings. I can't seem to identify what's causing the game to perform so much worse as an app intead of in the stock phone browser. I havn't tried to build for android or iOS yet as i have no phones to deploy to and no dev accounts for those yet.

    Anyway game performs really well on most stock phone browsers even or phones that are not that high end. I've asked lot of friends to try it out on different devices.

    I don't know if it's just a Windows Phone issue, but I'll see when i get my hands on some more devices to try on.

  • I'm pretty sure I've posted more than one post this week. The graph doesn't seem to update.

  • Very interesting concept. Can't wait to see what becomes of this.

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  • Here

    Yes that's the one I was using. Otherwise i wouldn't get webgl support. But found what might be the issue in a link i posted previously. Will try it out later.

  • zenox98 I did search and I didn't find anyone posting it in this part of the forum. searched for both "tinypng" and "tiny png"

  • Found this great tool for making PNG's smaller without losing much detail. Thought i might be sharing it. Can reduce project size considerably.

    Converts PNG24 images to PNG8 but preserves full alpha transparency.

    https://tinypng.com/

  • Ashley I know that, but as i just found out from this tutorial --> https://www.scirra.com/tutorials/593/windows-phone-games-with-construct-2/page-3 It seems there are some issues with the Images, some kind of security check is running on every image every tick. I'm gonna try out the tool linked in this tutorial to see if it helps.

  • You are building the game as a C# project or WinJS project?

    Aside of that put a browser (a web view) into a XAML app is less efficently than a dedicated browser

    Actually don't know. I Just took the C2 exported result and opened in Visual Studio, then deployed it to the phone. Would it make any difference? and where can i find this option of building as C# project or WinJS project?

  • When i try the game in the regular Windows phone browser i get different CPU/FPS than from a Visual Studio Build.

    Built in Phone browser. webgl

    CPU: When game is idle: approx 30% (not moving around)

    CPU: When moving around: 60%

    FPS: When game is idle: approx 60 FPS

    FPS: When moving around 58% FPS

    in Visual studio Build: 8.1 universal. webgl

    CPU: When game is idle: approx 25-40% (not moving around)

    CPU: When moving around 55%

    FPS: When game is idle: approx 60 FPS

    FPS: When moving around: 35 FPS

    How come the build has much lower fps? I cant' determine if it's the draw calls or or other things that seems to be less efficient on the VS build.

    Any idea why this is happening?

  • I don't want construct to be fully 3D but it would be nice to be able to add 3D sprites. Exactly like regular sprites that can be rotated in all directions. Basically the possiblility to add OBJ files as sprites which you can rotate in any angle. To get a smooth rotation of a simple item like a coin for example you have to use a sequence of pre rendered images which uses a lot of memory. But full 3D? nahhh. There are other softwares for full 3D games, but 3D sprites I can see would be a nice addition to construct..

    I imagine games like simple 2D asteroids for example. Where every sprite of an asteroid is actually a small 3D sprite (OBJ), instead of a pre rendered 2D sprite. That would add another dimension to games. being able to rotate the sprites in any angle, but still using a 2D canvas...

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tunepunk

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