Image size and Cocoonjs

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  • Currently when I preview my project on the LAN I get an error that my image that I am using as a background is not the appropriate size (2048x2048 or smaller) and will not play on my Samsung Galaxy Note, but it will play on my LG smartphone (albeit quite slowly). My question is, for the sake of developing once and with speed, will the Cocoonjs wrapper take care of this issue and make it so that my image which is 320x6000 will display properly across all platforms? Has anyone done this? I know I can break up the image and such, but not fooling with the image saves a lot of time and I wondered if anyone with experience can say that they've dealt with this. I know I could ask LUDEI, Cocoonjs, this question but I'd rather hear from a user who already has tried to use it with Construct2. I'd really like to hear of a wrapper that handles these types of issues. Certainly with a laptop it is not a problem, but phones and tablets can be problematic and I am hoping to hear that Cocoonjs takes care of this.

  • You should read the posts on saving memory, etc... images that size can kill the memory available on the device. SO cocoon will not just magically take care of it. There are plenty of forum threads and tutorials on optimizing. Also the manual has info on what images sizes you should and should not use. I definitely recommend reading up on it.

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  • Thanks, but be careful because it is insulting to say I was looking for a magic answer. I know what the manual says, the purpose of the forums is to learn from others' experience. I'm looking to see if anyone here has experience working with large image files with C2 and a wrapper like Cocoonjs which EXTENDS the abilities of what C2 can do. It's funny that my antique LG phone running Android 2.3 can handle a large image, but my new cool Samsung Galaxy Notepad with Android 4.0 can't. Of course I was using the PREVIEW OVER LAN feature, not a wrapper.

    So has anyone worked much with large image files with C2 and Cocoonjs? Any luck?

  • I wasn't trying to say you are looking for a magic answer, only that cocoonJS has no magic solution They don't do anything outside of what the exported game already does in terms of image size and resolution.

  • Large images can cause a lot of issues usually with memory on the device. I get much better performance out of browser previews on my devices sometimes then in the cocconjs wrapper. On Windows phone I get better performance from the browser than from packaging as a WP8 app which is a bit odd to me. CocoonJS doesn't really do anything extra to your images. Some phones seem to respond much differently based on how much memory the OS is using and background tasks, etc... as well.

  • I wasn't trying to say you are looking for a magic answer, only that cocoonJS has no magic solution They don't do anything outside of what the exported game already does in terms of image size and resolution.

    Thanks for the reply,

    I'm not looking for my project to do anything more than what I've programmed it to do. I'm not looking for it to behave better once I export it. If anything, I expect there to be conflict issues with other devices.

    I'm new to HTML5 programming as an environment for cross platform development. I was wondering if there was a wrapper, like Cocoonjs, where you might expect to get out of the wrapper hopefully EXACTLY what you see from the preview of your project when you run it on the device you are developing it on like your laptop. Surely there will be framerate issues across different devices with different processing speeds and VRAM.

    It looks like, currently, if you want to develop once and deploy to many devices, on the image end, everything will have to be developed with the smallest sizes in mind.

    I see how Cocoonjs can really help with framerate, I was just wondering what the boundaries are. I want to push the boundaries in my projects and get the most out of the graphics, out of production time and out of user experience, but I certainly don't want to drastically limit my audience. If anyone else has any more to comment on their experience with this I'd like to hear, such as how big of a picture they normally use without any real big problem (there are always problems!) In order to go there, got to know what those boundaries are.

    It's kinda funny, my old phone gave it all it had to try to run it, and was doing it at about 1/10th speed, but my Samsung Galaxy Tab just said "Screw that dude, I'm not evening going there." and didn't even try to display anything even though it has 12 gigs of memory! (even though the entire program is like 300kb!)

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