Halfgeek's Recent Forum Activity

  • If you made the APK with CJS, you can set the minimum OS version on their cloud compiler, likewise, XDK has OS 4+ minimum.

  • On the PC, assets are loaded per layout not the entire game.

    C2 has very good native memory management.

  • I have about 100 global variables (numbers), there's no performance impact. I use GV for saving data as well as for AI triggers or combat.

  • >

    > Not with XDK yet since they just released it and I dont think C2 is updated yet to handle Cordova plugin functions of Xwalk/XDK.

    >

    > Its working on/off on CocoonJS. If you are struggling with it, definitely check out ArcadeEd's video tutorials on monetization.

    >

    Do you have the link?

    His post is there, the link is in the signature.

  • > XDK is very good, it handles massive asset games excellent and its been like that since March but many of us are waiting for proper AdMob & IAP and it looks to be finally here. I'm hoping its just a matter of C2 updating to support it and we're there.

    >

    Silverforce did you managed to get admob working?

    Not with XDK yet since they just released it and I dont think C2 is updated yet to handle Cordova plugin functions of Xwalk/XDK.

    Its working on/off on CocoonJS. If you are struggling with it, definitely check out ArcadeEd's video tutorials on monetization.

  • Ive Managed to get a Very Very Stable build while using XDK Crosswalk. Thank you for helping me and posting exactly how you came up with your stable build.

    shinkan i did get it to work just by going through the list that Lof posted.

    I take back everything i said about XDK,This is by far the best export we have right now! my game is running so smooth i cant even believe it!

    XDK is very good, it handles massive asset games excellent and its been like that since March but many of us are waiting for proper AdMob & IAP and it looks to be finally here. I'm hoping its just a matter of C2 updating to support it and we're there.

    A few more advantages for XDK:

    1. Much faster load times for games with lots of art of music

    2. It handles different device resolution really well due to proper support of letterbox scaling

    3. Not many permissions by default

    4. Intel team behind it as well as Google behind chromium engine.

    5. Compatible with text input boxes, XML and lots of other features.

    Anyway, congrats on getting your game to work on mobiles!

  • i beg to differ,I now have my project running at 60 frames per second on XDK Crosswalk! Im so happy!!!

    If you would like i could send you a demo to your email.

    Congrats.

    XDK doesn't care about asset optimization as such because its just like on PC, it handles memory loading very well. That is its main advantage.

    I'm still waiting for IAPs on XDK then its the goto compiler for Android.

  • RookieDev If it doesn't work on the CJS launcher app, most of the time its because the game is loading too much into the memory and it locks up. If you compile it on the cloud and test the debug APK, you can get a better idea of the memory usage (if it finishes loading without crashing).

  • RookieDev

    I will be frank, forgive me if its seems harsh.

    There are so many poorly optimized assets (almost every single art asset is poorly optimized for mobiles!), your game would probably take >400MB of ram on mobiles with CJS and crash on a lot of devices.

    Just one example, your Laser Beam asset is a 5 frames of 710 x 20 pixels told to loop 30(!!) times per second. The amount of overdraw is horrendous for mobiles.

    You have to think of what each art will be when its actually in the GPU as a texture.

    Your Laser Beam, each frame occupies a 1024 x 1024 texture, because its width is too large for the next one down 512 x 512, it has to go to the next one up, 1024 x 1024. That's 4MB of texture memory for that single frame. Not only that, the entire frame is mostly empty and overdrawn (1024 x 1024 textures 30 times per second!). Just that laser beam by itself would kill performance on a lot of devices.

    Another asset, your Explosion sprite (exsplosion) is 89 FRAMES! The problem with this is a lot of them are slightly larger than 128 pixels in dimension, so they occupy 256 x 256 texture and again, large areas of it is wasted on overdraw! A single 256 x 256 texture is 256 x 256 x 4 = 262kB of memory, with all your frames, that single explosion is 20MB of memory.

    Your ingame background is 1280 x 720p, its the same mistake I did in my first game, making a single large BG, but the mistake here is going above 1024 width. Now that BG is a 2048 x 2048 texture in the GPU OR 16MB of memory. Your menu screen is the same, a 1282 x 722 image, but a 9-patch (not a sprite). I don't know if CJS can handle 9-patch that big as a 2048 x 2048 texture, it would be a black or white texture if it cannot handle it, or even crash.

    I think I will write a tutorial to help other mobile devs when I get time, but you CANNOT make a mobile game like this. It won't work and even the best device will struggle to run it or even load it at all.

    For now, just know this basic:

    All images go into memory as textures, by the power of two sizes only.

    16 x 16 = 1KB ram

    32 x 33 = 4KB ram

    64 x 64 = 16KB ram

    128 x 128 = 65KB ram

    256 x 256 = 262KB ram

    512 x 512 = 1MB ram

    1024 x 1024 = 4MB ram

    2048 x 2048 = 16MB ram

    Never go beyond 2048, many devices will crash since they cannot handle it. Most PCs can handle up to 4096 x 4096 (but some older ones cannot!).

    Always try to ensure your sprites take the smallest texture as possible. Never have a thin line (laser) that's very long that it has to go into a massive texture. Make it as a 128 x 128 and stretch it out, change its width to whatever you need but the sprite itself is still 128 x 128.

    Also, CJS doesn't support text boxes with input. Only normal text object, but it handles it very poorly if you update your text often. I highly suggest you look up Spritefont usage for your mobile games, its faster & it looks properly on mobiles (not all devices will have the font you specify, PCs have heaps of fonts, mobiles do not!).

  • Congrats Aurel

    The Next Penelope is going to be a huge success and a glorious example of C2 games.

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  • Sometimes CJS/MoPub just fails to show Ads for a day or two. Its probably their server taking a dump.

    But it fixes itself eventually.

  • C2 can make very complex games, the major limit is your own ability.

    Saying that, on mobiles, its a different story.

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Halfgeek

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