CocoonJS 1.4 and iOS

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  • Without any changes to my game, I updated my CocoonJS from 1.3 to 1.4 and the frame rate of my game dropped from 30 fps to 5! (on iPhone 4 and iPod Touch)

    Turning WebGL off improves the performance.

    There must be some kind of disconnect here because the launcher demos run fine.

    Thanks.

  • It's ironic, CocoonJS 1.4 for Android is very good, but iOS version is very unpleasant.

  • I'm having same kind of problems. My games fps-rate went from 30-40 to 5-25. Something's clearly not right.

  • Hi guys

    After updating to 1.4 my game crashed :( and i found out that if i turn off supersampling in cocoonjs, the game will work.

    i also had to turn off multisampling to be able to se my fonts but the fps goes down every time i score :(

    Something its wrong and i dont know how to fix it.

  • Joannesalfa i have this same problem on ANDROID in first relase of cocoon i have 25+ fps now... i cant play with my game i have many problems from loading problem to low fps. Its true.

    In my opinion new relases have maybe lot of new components but performance is lowest

  • How did you install 1.4 on the iOS?

    I see on the Ludei website that they still havent enabled WebGL demos for iOS, I assume WebGL is not ready for iOS deployment yet.

    delgado

    David Flook

    Most people have experienced a major performance increase with 1.4, me included.

    Do you have a dynamically updating TEXT object in your game? Text objects really lag down WebGL(which was introduced in 1.4) A LOT. It's recommended you always use Sprite Fonts instead, they're lag-free.

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  • In a weird way I think my performance on iOS have improved but maybe by 5-10%. Which is still good. But today I'm having problems compiling my project. It has been stuck in the compile que for two hours now :/

  • Joannesalfa i have this same problem on ANDROID in first relase of cocoon i have 25+ fps now... i cant play with my game i have many problems from loading problem to low fps. Its true.

    In my opinion new relases have maybe lot of new components but performance is lowest

    delgado I'm using sh*tty generic Android Tablet, my game with canvas version it runs between 20-25 fps, then with WebGL version it runs 50-60 fps.

  • Installed by clicking update in the app store. Is there another way?

    There are no Text objects in the game.

    Something like this should "just work" since it only has one purpose in life. It's only reason to exist is to take what we've done and "make it go" on mobile devices. If any single setting or object could make the frame rate drop 30+ frame per second, then that is considered a flaw in my mind.

    Clearly CocoonJS isn't fully cross-platform ready, at least not when used with Construct 2.

    Hopefully Ludei will sound off on this issue at some point. At least acknowledge it is an issue.

  • I removed my text objects but the problem remained. There is clearly some big issue, my game ran a lot faster with the previous version of the CocoonJS app.

  • Xionor Prabably you have right with sprite font i will check this soon

  • Same problem here, i lost half or more of my FPS.

    There is clearly a pb, hoppefully Ludei will correct the bugs, I suppose it's a part of the fact of having a new version.

    I just hope that it will not take ages now to have updates, cause just right now, Cocoon is useless.

    Oh, and another pb i have with that version : if i put a tile with 50 % opacity, it appears with the value of 100 in cocoon, so no transparency for tiles for the moment it seems, at my end.

    Whatever, eventually waiting for a new version of Cocoon that works and offers memory manager, i decided to work with Ejecta on ios : there is no memory manager, but everything already works perfectly, at least, for my project (i guess it depends of what you want to do).

  • Something like this should "just work" since it only has one purpose in life. It's only reason to exist is to take what we've done and "make it go" on mobile devices. If any single setting or object could make the frame rate drop 30+ frame per second, then that is considered a flaw in my mind.

    Clearly CocoonJS isn't fully cross-platform ready, at least not when used with Construct 2.

    Hopefully Ludei will sound off on this issue at some point. At least acknowledge it is an issue.

    It should "just work"? Do you even have any idea how difficult it is to make a functioning wrapper that effectively "translates" HTML5 into as close to native language as possible?

    Ludei, a dedicated team of professionals are working ONLY with that and even they are having trouble with it.

    Do you also realize it's completely FREE right now and that you don't pay ANYTHING to use it?

    The text object could make the fps drop down 30fps, because of WebGL. It's just how WebGL works, it's not a problem with CocoonJS and it would work just as bad on any platform/combination.

    Ludei know of all the issues, a lot of us are giving them feedback and bug reports and they're even visiting the forums from time to time.

    You are honestly in no position whatsoever to criticize Ludei for all the FREE amazing work they're doing for the entire HTML5 community.

  • big pb here too... with cocoonjs 1.3 all is perfect and my simple app run at 63 fps! with cocoonjs 1.4.1 it drop down to 22-44 fps! and not all... the background is shifted a bit to the right (seems like it scaled wrong) switched back to 1.3 for now... hope ludei refine it soon! Anyway thanks to ludei for its fantastic launcher, they are great!

  • That was kind of mean. Don't worry, Ludei can handle the criticism. They're a business. Making CocoonJS work seamlessly with Construct 2 is only a small part of that business. Just because it doesn't quite work yet doesn't mean a team of professionals is struggling to get it to work. It just means they only dedicate a certain amount of resources into fixing it for us.

    Sorry, I didn't mean to ruffle any feathers, just looking forward to the potentially low barrier of entry for mobile development.

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