Construct 3 - many questions (native exporterts)

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  • tunepunk - You mean it isn't an app yet?

    I thought you meant you had an app running smoothly. If it's not an app that isn't exactly a fair test..

  • STARTECHSTUDIOS I am sure he is just saying that or he would have post great app for us to test it. I have all type of resource, source and people power too. Please tunepunk don’t discard and cast off Consrruct 2 just because you are having defficulty using C2. Blaming Ashley, Tom or anyone else will not make any difference.

  • Ok

    Sticky web, my first game runs pretty smooth on most mobiles albeit the older ones.

    317 Events

    24.6 mb memory use

    6 layouts & 6 events

    0-160 /0-3 ticks collision checks.

    And I know it could be optimised a lot more, seeing as i have only used c2 for a year now, and that was my first game.

    So, it can be done with shrewd optimisation, and realistic ambitions.

  • tunepunk you are out of line STARTECHSTUDIOS saying what we all being saying

  • Haha, that is a very simple game but quite fun.

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  • tunepunk - You mean it isn't an app yet?

    I thought you meant you had an app running smoothly. If it's not an app that isn't exactly a fair test..

    I've resolved my performance issues for Windows Phone build, but at the moment I'm still att alpha stage, so will build for other platforms when i get closer to beta. But point is. I don't doubt the wrappers or C2, it's more about designing/optimising the game to fit the target platform in terms of performance.

  • Haha, that is a very simple game but quite fun.

    Cheers, If you were on about my game.

    when you can only touch or swipe I think it needs to be simple, and ultimately games should be aimed at what you said "fun".

  • STARTECHSTUDIOS I am sure he is just saying that or he would have post great app for us to test it. I have all type of resource, source and people power too. Please tunepunk don’t discard and cast off Consrruct 2 just because you are having defficulty using C2. Blaming Ashley, Tom or anyone else will not make any difference.

    Huh? I'm not blaming anyone? Cast off construct 2? I don't think you understood my post.

  • tunepunk

    Be sure to post your results (fps) with your APP so we can see it here.. Good luck.

    I wonder if that Space Invader game Scirra made is in the app store. That would be a good benchmark to test with.. hmm......

  • STARTECHSTUDIOS You don't understand what tunepunk was trying to say, go back and reread his first post.

    Lordshiva1948 You too.

  • I did understand, perfectly I think, and he is doing a good job.

    I just wanted to compare apples with apples, if it's not in the app store yet, it's hard to test whether it is running smoothly or not as an app...

    Previewing your game in your browser on a phone is not the same as an exported app being downloaded from the app store onto your phone.

  • There is a simple way to solve this debate:

    Just use the Scirra created demos to test with on mobile devices.

    If they work well and run smoothly at 60fps then it is our code that is at fault.

    If not, then it is Scirra's engine/wrappers that are at fault.

    There it is. Simple, SOLVED.

  • I always ask to see CPU-bottlenecked .capx projects. Usually either nobody sends me any, they send such appallingly inefficiently designed games it is obviously just bad design, or they are actually GPU-bottlenecked. Please do send any good examples of CPU-bottlenecked games, so I can investigate if our engine needs optimising. I rarely see such examples though, which is why I have concluded most games are not CPU-bottlenecked.

    Ashley

    Well, most games that use physics, particles and pathfinding are CPU-bottlenecked.

    If it is really necessery I can send you .capx of my physics puzzle game "Tap & Clapp"

    But it's my commercial game that's why I want you not to send it to anyone else.

  • Could you make Bad Piggies to run on 3 year old android devices at a steady 60fps using c2? The answer is no; wrapped html5 is not as fast as many other alternatives.

  • Well, most games that use physics, particles and pathfinding are CPU-bottlenecked.

    If you're using asm.js physics, there's not much more that can be done to make it faster - it should already be about as fast as physics in a native engine. Pathfinding runs in a web worker in parallel to the game so even if it's slow (and generally it's still reasonably fast) it should have no impact on the framerate. Particles are already highly optimised and even very large effects should run well (this demo runs nicely on many of the mobile devices we have in our office, with ~800 particles).

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