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  • Well, right now it will just load all the game images on startup, so the phone will probably also decompress them to bitmap in memory. We have improving resource management on our todo list but it's quite complicated. Even then it will probably only reduce it to per-layout images, so you'll still have to make sure one layout can fit in phone memory. 50mb sounds kinda big even considering that, since that's probably the compressed size you're measuring. Decompressed it could be 300mb+, so one layout could still push the phone memory to the limit. Why is your game so large? Do you have long animations or something? It is of course best to scale down games for weaker mobile hardware and test regularly from the start so you know when you're hitting limits rather than getting a nasty surprise at the end.

  • What model HTC phone is it? Last I checked it worked OK for me. Are you sure it has a hardware accelerometer?

    Do not hard code a window size, see supporting multiple screen sizes.

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  • openfocus can you reproduce that in a new .capx with no third party plugins?

  • Don't bother trying CocoonJS, it doesn't work for the time being so even if you correctly follow the instructions it won't work.

    Basseman - it's a complicated project but we're progressing, we need to wait for appMobi to make some updates to directCanvas though so it depends partly on them. They're announcing directCanvas for Android soon as well.

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  • Please let us know the full steps you did before this happened, and how to reproduce it. We cannot do anything without this information.

  • Closing, duplicate post (please use other thread)

  • This is a known bug. You must delete the Phonegap.js file before zipping and uploading to PhoneGap Build. It should work if you do that. Should be fixed in the next build.

  • We raised the idea of a subscription model about a year ago before C2 was really getting going. It was extremely unpopular. The response was strong enough to make me think we'd lose all our users if we asked them to pay a subscription. So we went with the current traditional model. If you think subscriptions are a good idea then unless things have changed, there are a lot of people out there who will disagree with you.

    Re: "no programming" - I think this is the best way to describe what Construct 2 does. I do think technically events count as programming, but not remotely in the traditional sense. We need a snappy and memorable way to describe how it works, and I think "no programming" covers that, in sense of "no [traditional typed-in with complex tools and high barrier to entry] programming".

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  • Just a quick update, I've established by email they're missing some pretty essential features for C2 games like effects and tiled backgrounds. So there's some work to be done. Also don't forget directCanvas should be equally as fast as CocoonJS and we're getting closer to finishing that already.

  • Thanks :) we had a review of Construct 2 in the last issue too.

    Lets be clear about this ogg is not out of its patent lifetime. So far it has been freely available, but it could be the victim of a submarine patent. Browsers have a reason to stay away - it was the W3C that removed ogg as a recommendation.

    It's hard to find objective information on the subject, but IMO the patent issue around ogg is just propaganda spread by the MPEG supporters. Ogg Vorbis was deliberately designed to avoid any patents and in its 10 year history including being used in AAA game releases, nobody has raised any actual patent complaints against it. So this whole "but there *could* be a patent on it!" just seems to be BS raised as an excuse to not write it in to the spec.

    Also bear in mind the HTML spec has to keep all the companies involved happy. Specs aren't successful if they go against the desires of anyone involved in the standardisation. And many of the companies involved in putting together the HTML5 spec are big stakeholders in MPEG, so they probably pressured to have Ogg removed from the spec and got their way.

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Ashley

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