Consider Cocoon if XDK is not working (updated)

0 favourites
From the Asset Store
Fantasy Game includes more than 600 sound effects inspired by hit computer games like World of Warcraft and Diablo.
  • I think it's a moving target at this point.. if you really want to know right now.. make some kind of test project.. like do a "on ever tick" spawn an object or something over say 10 seconds.. and count it. see what score you get on both. Although this is just one test it should still be a quick / dirty test to see which is able to generate more content fast.

  • I think it's a moving target at this point.. if you really want to know right now.. make some kind of test project.. like do a "on ever tick" spawn an object or something over say 10 seconds.. and count it. see what score you get on both. Although this is just one test it should still be a quick / dirty test to see which is able to generate more content fast.

    I can't even remember how to set xdk up, hopefully the shatterbox guide will remind me.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • there isn't much to it.. i too took a looooong break from xdk.. the toughest thing is that you have to give it a .p12 file for the certification for iOS.. other than that it's pretty much gravy.. it will come back to you i bet.

  • Well, I just compiled a comparison, and cocoon's canvas+ is still massively faster, but the touch-to-keyboard plugin didn't work, which is disappointing. The filesize for XDK using webview surprisingly is about half of what cocoon's canvas+ gave me, which was really unexpected. Any ideas how to make XDK faster, or is that the best I'm gonna get?

  • it's a moving target.. i am sure things get faster / slower / shifting all the time.. file size should be the least of your concerns.. if the game is good people will download it. if they choose not to download your game because it's too big, they are fickle and thankfully a very small % of people downloading games.

  • it's a moving target.. i am sure things get faster / slower / shifting all the time.. file size should be the least of your concerns.. if the game is good people will download it. if they choose not to download your game because it's too big, they are fickle and thankfully a very small % of people downloading games.

    Well, it's not a moving target, it's exactly the same as it was last year, canvas+ is fast, xdk is slow, Ashley isn't supporting for cocoon, which I can't understand. Filesize, well, I don't believe anyone would ever download anything I make, I just do them for fun, and yes, people will care if a game is 4mbs vs. 8mbs, so it's important.

  • The fact canvas+ (and really all non-browser engines) lacks so many features far outweighs any performance difference. Web Audio, form controls, XML parsing, standard-compliant inputs, sometimes even letterbox fullscreen, the list goes on and on. Fast and broken is worse than slower and working. If you can delete features to make something faster, it's not particularly useful if you need the features that got deleted. Note that (at least in the past I saw) it has other problems that come in to play as you increase the scale of your game, such as lacking the memory management that browsers have, so games tend to crash due to running out of memory where they would work in a real browser engine.

    We deprecated non-browser engines a long time ago and I firmly believe no C2 users should use them, even if they're faster in some cases.

    Modern webviews don't have any file size overhead. For example on Android if you target 5.0+, the APK is small compared to the size including Crosswalk. By the end of the year Android 5.0+ should be on the vast majority of devices. It's already at about 2/3rds worldwide.

  • The fact canvas+ (and really all non-browser engines) lacks so many features far outweighs any performance difference. Web Audio, form controls, XML parsing, standard-compliant inputs, sometimes even letterbox fullscreen, the list goes on and on. Fast and broken is worse than slower and working. If you can delete features to make something faster, it's not particularly useful if you need the features that got deleted. Note that (at least in the past I saw) it has other problems that come in to play as you increase the scale of your game, such as lacking the memory management that browsers have, so games tend to crash due to running out of memory where they would work in a real browser engine.

    We deprecated non-browser engines a long time ago and I firmly believe no C2 users should use them, even if they're faster in some cases.

    Modern webviews don't have any file size overhead. For example on Android if you target 5.0+, the APK is small compared to the size including Crosswalk. By the end of the year Android 5.0+ should be on the vast majority of devices. It's already at about 2/3rds worldwide.

    Absolutely, I was impressed how small 5.0+ build webview was in compared to even canvas+, but the the performance was just terrible in compared. Do you still recommend XDK as first port of call, or is phonegap better for android?

  • how did you make a web view game? I don't see it as an option in XDK.. there is "cordova" but ultimately that seems (from my most recent game) to be bloaty and ran fine thus leaving me to think it's still using crosswalk.

    Perhaps I get webview if i uncheck "optimize with crosswalk"?

  • how did you make a web view game? I don't see it as an option in XDK.. there is "cordova" but ultimately that seems (from my most recent game) to be bloaty and ran fine thus leaving me to think it's still using crosswalk.

    Perhaps I get webview if i uncheck "optimize with crosswalk"?

    Yeah, it makes a small apk.

  • awesome thanks for validating that! I remember trying that awhile back but yea it was HORRIBLE.. audio was f'd up and performance was terrible.. but that was way before android 5 was out

  • awesome thanks for validating that! I remember trying that awhile back but yea it was HORRIBLE.. audio was f'd up and performance was terrible.. but that was way before android 5 was out

    It still is horrible, XDK is no better in my opinion.

  • The fact canvas+ (and really all non-browser engines) lacks so many features far outweighs any performance difference. Web Audio, form controls, XML parsing, standard-compliant inputs, sometimes even letterbox fullscreen, the list goes on and on. Fast and broken is worse than slower and working. If you can delete features to make something faster, it's not particularly useful if you need the features that got deleted. Note that (at least in the past I saw) it has other problems that come in to play as you increase the scale of your game, such as lacking the memory management that browsers have, so games tend to crash due to running out of memory where they would work in a real browser engine.

    We deprecated non-browser engines a long time ago and I firmly believe no C2 users should use them, even if they're faster in some cases.

    Modern webviews don't have any file size overhead. For example on Android if you target 5.0+, the APK is small compared to the size including Crosswalk. By the end of the year Android 5.0+ should be on the vast majority of devices. It's already at about 2/3rds worldwide.

    Ashley I complied for webview on XDK, and for a simple platformer, the performance was far from usable, whereas canvas+ was perfect, speedwise. It completely screwed up alignment of tiled backgrounds and simulate key didn't work, but it was a usable speed, a solid 60 fps, rather than XDK's attempt. Is phonegap better for performance in your opinion?

  • There shouldn't be any performance difference between them, but I find PhoneGap Build more convenient to use.

  • I'd love to use xdk over cocoon, but I can't possibly see any reason to use xdk webview over canvas+ when the performance is awful, and this was with a bag-standard basic project. I used the .xdk file c2 made, is there anything else I should be doing to match canvas+'s out of the box performance?

Jump to:
Active Users
There are 1 visitors browsing this topic (0 users and 1 guests)