Any Experience with C2 Android/iOS apps?

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  • How do they run? Any noteworthy apps out there? Anyone with experience with the whole process?

  • Check the game "Magnetized".

  • OK thanks, any others?

  • What kind of complexity visually do you need for it to run well on mobiles? Simple puzzle games have no issues on most phones. As soon as you start throwing a lot of 256 x 256 px animated sprites at it, anything less than Tegra 3 is going to struggle.

    My game is just functional on Tegra 3 devices, 25-30 fps. On Samsung S3 or anything newer, it runs much better.

    Test it out if you want a measuring stick on performance vs visuals:

    play.google.com/store/apps/details

  • Thank you to both of you. This is exactly what I needed! Did you export via Cocoon JS?

  • Hmm, Silverforce, your game is not compatible with my HTC Sensation XE. Maybe it's my processor or resolution. I don't know, but it doesn't bode well I suppose.

  • Our iOS-platformer Trambo is coming to the App Store tomorrow! Runs well on iPhone 4S and up.

    Ninja edit: We used CocoonJS. Some fps drops here and there, but nothing serious.

  • here you can test my exported games . its done with cocoonjs and I would some people to test it out on their android devices :

    here is the links

    For 16:9 devices (like galaxy s3 ) :

    cocoonjs-compiled.s3.amazonaws.com/Shark_Attack_2014_01_29-11_38_30.zip

    For 3:2 (like galaxy ace ) :

    cocoonjs-compiled.s3.amazonaws.com/Shark_Attack_2014_01_29-02_53_49.zip

  • Hmm, Silverforce, your game is not compatible with my HTC Sensation XE. Maybe it's my processor or resolution. I don't know, but it doesn't bode well I suppose.

    Its 720p minimum, and needs devices with 1GB ram.

    Its because of my design, its literally the worse way to do a mobile game via CocoonJS, because its major flaw is loading all assets on startup and not layout as needed. So its around 440mb total art/music/sound assets. I have a lot of big sprite enemies with heaps of animation frames.

    As long as you avoid these designs (big art and lots of it), C2 -> CocoonJS to Android and iOS is fine.

    Edit: This problem with CocoonJS really pisses me off (pardon the french), since my app is newly released and I already have people giving me 1 star rating due to "game not loading" issues, when their devices have 512 or 768mb ram, clearly in my description I said minimum 1GB ram required... it does not bode well when you have a new app and getting 1 stars..   <img src="smileys/smiley19.gif" border="0" align="middle" /> Sad panda is sad. <img src="smileys/smiley19.gif" border="0" align="middle" />

    ps. When I started this game, the issue is known but Ludei and Scirra were apparently in contact working on a layout-by-layout loading of assets to minimize memory use. So i kept going with the high art design hoping they would fix it by then.. that was 7 months ago. So if you are reading this and would like to support a fellow C2 indie dev out, please test try my game on Android with devices with 1gb ram and a decent CPU (Tegra 3/Samsung S3 onwards) and give me some ratings to counter the 1 stars..   <img src="smileys/smiley19.gif" border="0" align="middle" />

    play.google.com/store/apps/details

  • My game "Root's Cubedonian Run" is currently on Google Play, Amazon, Nook, Tizen and Windows 8. I used CocoonJS for all but Tizen and Windows 8.

    CocoonJS can be a bear to work with at times especially if you want to have Ads in your game. But it is currently still the best option for publishing one build for Amazon, Google Play and Apple all in one shot.

  • People are swines on Play for giving 1 star for crashes without giving any feedback or reasons first or contacting your support email.

    My advice would be to exclude weaker devices.

  • People are swines on Play for giving 1 star for crashes without giving any feedback or reasons first or contacting your support email.

    My advice would be to exclude weaker devices.

    I tried but the list is like 2450 devices with my minimum Android 4.1 setting.. it's going to be a challenge to exclude the ones with less than 1gb ram from that list. <img src="smileys/smiley11.gif" border="0" align="middle" />

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  • Well I guess the logical thing to do is wait.

  • Well I guess the logical thing to do is wait.My post is in no way a non-endorsement of C2, in fact I love it and very grateful for Scirra's effort.

    It's just a warning for new game devs to not go full overblown with huge 256 x 256 animated sprites and heaps of unique characters. Not for Android/iOS because the memory management of CocoonJS is poor, and the Crosswalk compiler takes up nearly half the 50MB limit on APKs and lots of features aren't available yet.

    So, design a clever game that minimizes the use of ram and you should be sailing sweet!

  • Yeah, I love C2 for MAKING games, but there are more options for publishing on Game Maker right now. They even have Steam Achievements built into the native scripting language. Still, GM is a chore to use, and C2 is just so fun and easy. I wish there was a more customizable way to export to Windows, though.

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