Any Experience with C2 Android/iOS apps?

Discussion and feedback on Construct 2

Post » Wed Jan 29, 2014 11:03 am

How do they run? Any noteworthy apps out there? Anyone with experience with the whole process?
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Post » Wed Jan 29, 2014 11:13 am

Check the game "Magnetized".
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Post » Wed Jan 29, 2014 11:26 am

OK thanks, any others?
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Post » Wed Jan 29, 2014 11:29 am

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:
https://play.google.com/store/apps/details?id=com.anhhuyphan.ninjalegacy&hl=en
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Post » Wed Jan 29, 2014 11:32 am

Thank you to both of you. This is exactly what I needed! Did you export via Cocoon JS?
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Post » Wed Jan 29, 2014 11:38 am

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.
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Post » Wed Jan 29, 2014 11:52 am

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.robotecollective2014-01-29 11:54:27
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Post » Wed Jan 29, 2014 12:02 pm

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 ) :
https://cocoonjs-compiled.s3.amazonaws.com/Shark_Attack_2014_01_29-11_38_30.zip?Signature=yUL2cg0yypqaCoUOLW8v360YvRw%3D&Expires=1391596816&AWSAccessKeyId=AKIAJVUSXGGXR2JZU6DA

For 3:2 (like galaxy ace ) :
https://cocoonjs-compiled.s3.amazonaws.com/Shark_Attack_2014_01_29-02_53_49.zip?Signature=Ne6RsQcBvqpzstmxMa5ncP6jP7I%3D&Expires=1391597818&AWSAccessKeyId=AKIAJVUSXGGXR2JZU6DA
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Post » Wed Jan 29, 2014 1:34 pm

[QUOTE=teacherpeter] 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.[/QUOTE]

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..    Sad panda is sad.

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..   

https://play.google.com/store/apps/details?id=com.anhhuyphan.ninjalegacy&hl=enSilverforce2014-01-29 13:53:42
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Post » Wed Jan 29, 2014 4:29 pm

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.
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