Construct 2 - Realistic State after 1 gazilion downloads

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  • what kind of music problems are you referring to? start times? or something like syncing problems?

    I was recalling someone else complaining about them - I admit I might be remembering incorrectly. I haven't gotten to the point Of adding music in my games yet.

    - I recently got access to an android phone and just gave crosswalk a try - I didn't realize it has memory management, so I tossed in the rough equivalent of all of loot pursuit's graphics into the capx which probably would total somewhere around 750mb at least (when uncompressed in ram), ran it, and it in fact did not crash though it did occasionally have random pauses up to over a second. So I'm not sure what it's doing, but thanks for mentioning that.

    Also a good point about the shared memory - if layout by layout loading is only for VRAM, and on mobiles normal ram is also used as VRAM, I'm not sure if one of two things is happening - either its keeping all compressed assets in ram and decompressing them only when they're needed and dumping the previous layout's uncompressed assets, or two its keeping everything decompressed in ram and swapping stuff out as it loads from flash memory when needed. My guess is the former, as I would expect the latter to cause quite significant pauses, but I did get a few significant pauses here and there (though not at layout transitions) so I'm not sure (haven't checked the total ram usage yet).

  • Arima

    It's a browser engine so crosswalk is dumping un-unused assets and reloading new ones you call into the layout if its running of of ram, that most likely is the spike issue.

    You put all of the assets into 1 layout and it ran at 750mb? Pretty impressive heh.

    Also, there's no more sound issue, fixed recently and I've just updated my own game on the Play Store with the new version! yay!

  • You put all of the assets into 1 layout and it ran at 750mb? Pretty impressive heh.

    Sorry, no, should have been more clear, I added maybe 500 mb of images to the about 250 mb that was already there, and spread the new images across 3 layouts that never get visited.

    If the VRAM usage of the construct classic version of loot pursuit is anything like the C2 version (C2 version should be less because I set it up better), total VRAM in use shouldn't be above about 100 mb at any point.

  • Crosswalk does fine for memory management, if you have a really massive game, aim for 1gb ram devices and it should be fine. That's not bad considering most of the market are on 1gb now and all the new stuff is 2gb onwards. So your massive project will be fine.

  • For Desktop exporting the best option is Node-Webkit

    For Android exporting the best option is Intel Crosswalk

    Is there any similar export option for IOS that works acceptably and is free, and is NOT coccoon?

  • bjadams hopefully in a year or two!

  • After tons of comments id like to share mine. Sorry for my english are very bad i hope u understand what im writing...

    C2's power is the low price.you pay once youve got it forever.updates and updates lets tweak this, lets fix that.Ok thats something.

    Maybe gms, gamesalad, stencyl3, mmfusion 2.5 have better exporters and too many games in the stores right now some of them are succesfull and some other are not so.

    BUt stencyl3 costs at least 99$/YEAR with no mobile exportes.only win,mac,linux,flash

    GAmesalad costs 299usd/YEAR for exporting paid apps. The free version exports to ios,mac,html

    Game maker studio costs everytime you breathing..highly overpriced (my opinion)

    ClickTeam fusion 2.5 cost minimum 79 euros only with windows exporter and html.the other stuff? PAY MORE...

    They can do the job better than c2? Of course they can.

    But...they are too expensive limited update support and every new major update costs you money.

    Some people say that "what you pay that is what you get".

    I dont say that c2 is crap, not at all. Its excellent for its price and maybe something beyond that.

    But Ashley you are very happy for 1 million downloads and thats the right thing, you should be happy!! you run a "company" and it goes super. But are you really happy for the number of games are published with c2?

    where are your engine's success games? I see only 3.

    3 years of develompent and you show us 3 games...but even if the games were 30 its also a really small number and discourages some people or many people here (me too) for keep developing games with c2. And if you guys keep closing your ears to us i dont see how scirra will publish a "demo reel" video with succesfull creations of this game engine.i hope to, but i dont see it happening in the near future. You are staying back with your 3rd parties (even your major 3rd party exporter cjs turned his back to you)...where's ouya?android?layout by layout?

    C2 has many exporters for its price. but lacks of exporters quality.

    and lets close with something funny...

    scirra: -ask ludei

    ludei: -ask scirra

    the whole situation: -ask the pope...

    Pope: -child you have sinned...

    C2 user: - yes youre damn right ive sinned but i already know this!!!what i asked in the first place?oh yeah stable games in mobiles.lets ask scirra...

  • spy84

    C2 is great software (event sheets, behaviors, easy physics) for low price, but you are right

    and bigger devs will not risk problems with 3rd party exporters

    or will not have time to wait for "better" future

    good example is TileMaps + seams issue:

  • spy84

    You say there's not many C2 success examples.. can you tell me why that's the case? Is it the engine itself that limits success?

    Because your insinuation is that somehow its the game engine's fault.

  • i think im very clear with what im saying. Insinuation?No im talking very clear yes for me c2 game engine has problems.And the fact is that in mobile gaming c2 is years behind than his competitors.

    I saw great ideas here in the forum with games from developers with skills but i dont think that many of them could have a decent presence in the mobile markets.And its not their fault.Its c2 fault.Remember that im talking for mobile gaming.

    Go check what other engines achieve in mobile gaming and compare it with c2.Gamesalad Fusion and GMS are miles away.

    So between developers fault and c2 fault i choose the second one.

    ps Cause if from the beginning you face problems and bugs and the one side sends you to the other side (cjs) you understand that in this situation you waste your time and search for other solutions...its simple.

  • What exactly is the fault with C2 that limits its ability to make successful mobile games?

    "where's ouya?android?layout by layout?"

    Ouya I don't know, but Android?

    Small game: CocoonJS works excellent. Look at Magnetized, Street Kungfu (new, but gameplay works flawless!). If someone can do that, why can't you? What's your excuse?

    Big game: Intel XDK works fine for me with its layout by layout memory management, others have used Leadbolt Ads on it too while waiting for AdMob.

    Layout by Layout?

    It already does that by default. It's only CocoonJS that does NOT. Intel XDK/Crosswalk does. It's already covered on the previous pages.

    So tell me again what's holding YOU back from making a successful game with C2??

    Making a game that runs well is not an issue, others have done it, I have done it. Making a SUCCESSFUL game is entirely another issue, because $$ success is entirely dependent on YOU.

  • come on my friend are you serious?im having a license over one and a half year.crosswalk came before 2-3 months?and it has it problems but guys from there trying at least harder than ludei i have to admit it..are you disagree for the quality of exporters?Ludei?No its not my problem is scirra problem and vice versa?Are you saying that c2 is better than fusion 2.5 (even mmf2), game maker studio and gamesalad in mobile gaming?

    What holding ME back? NOTHING i choose unity which not holding me back.i'm using construct 2 only for exe and linux.for mobile i choose unity free with some plugins and got no problem.

    There are many of us who have complain about this issue but for you WE have the problem..its okay everyone has different opinion.But tell me something before crosswalk are you exported any game in android stable and polished?can you send me a link?cause back in october of 2012 i dont see any crosswalk exporter...i saw android exporter with an asterisk.after few monts i was tired of waiting..

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  • What exactly is the fault with C2 that limits its ability to make successful mobile games?

    "where's ouya?android?layout by layout?"

    Ouya I don't know, but Android?

    Small game: CocoonJS works excellent. Look at Magnetized, Street Kungfu (new, but gameplay works flawless!). If someone can do that, why can't you? What's your excuse?

    Big game: Intel XDK works fine for me with its layout by layout memory management, others have used Leadbolt Ads on it too while waiting for AdMob.

    Layout by Layout?

    It already does that by default. It's only CocoonJS that does NOT. Intel XDK/Crosswalk does. It's already covered on the previous pages.

    So tell me again what's holding YOU back from making a successful game with C2??

    Making a game that runs well is not an issue, others have done it, I have done it. Making a SUCCESSFUL game is entirely another issue, because $$ success is entirely dependent on YOU.

    yes it depends on me but if you got the skills and youve got not the right tools its somewhat difficult.if you had it both theres is great chance to success i agree.and please why the upper case?Im not deaf and im not a child. im 30 years old. sorry but im laughing with uppercasing only the YOU. it reminds me uncle sam

  • So your gripe is the exporters wasn't working well a year ago, sure, I agree with that.

    But now and moving forward, I disagree. Both CocoonJS and XDK exporters work great now and XDK is improving so quickly (its already better for Android, minus the Google Store support).

    So here and onwards, I don't see C2 as holding *Android* devs back. iOS is another story because its limited to CocoonJS and that means its limited to small games, so indeed, its holding devs back who wish to make grand games.

    But successful games comprise of many smaller games too.

  • So your gripe is the exporters wasn't working well a year ago, sure, I agree with that.

    But now and moving forward, I disagree. Both CocoonJS and XDK exporters work great now and XDK is improving so quickly (its already better for Android, minus the Google Store support).

    So here and onwards, I don't see C2 as holding devs back.

    If they did people wouldn't complain about them every month. Don't mistake your limited experiences with the experiences of other users.

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