Cocoonjs launcher can't support music over 10sec

Discussion and feedback on Construct 2

Post » Wed Jan 15, 2014 4:47 pm

Well to be honest, my problems are more than just sound - it seems if i dont pre-load sound in another layout first then the sound simply wont play when it gets to the point where it should. But worse, i'm getting horrible horrible performance from Cocoonjs anyway, so i dont even know if it's a viable option.
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Post » Wed Jan 15, 2014 4:57 pm

@80bit have you tried using the Construct 2 debugger to see what is causing the most stress on your game engine?
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Post » Wed Jan 15, 2014 5:34 pm

Yeah but im not 100% Sure how to read it to be honest... I mean... from what I can tell it should be ok? though i have nothing to really compare it to or understand what it is im seeing exactly.

for example, here's my ingame info:



Does that look like it should be posing issues? Can i get more details somehow?

Thanks for your help dude!
Made Cosmochoria - www.cosmochoria.com
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Post » Wed Jan 15, 2014 9:13 pm

@80bit, try move your music files from Music folder to Sound folder and export again.
CocoonJs is by far with the most readiness export platform.
I've port my game onto Android 2.3/4.1, iOS7 using CocoonJs PhoneGap local and Crosswalk. For complicated works CocoonJs is better.
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Tatung University, lecturer.



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Post » Sat Jan 18, 2014 3:58 am

If i move my music to the sound folder, everything works wonderfully, EXCEPT the game freezes up when a new track starts playing. Presumably because it has to 'load' / 'download' that new song. On a web-driven version the freeze is horrible, but even on a desktop version it's slightly annoying. annoying enough im worried about going that route for a commercial project.
Made Cosmochoria - www.cosmochoria.com
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Post » Sat Jan 18, 2014 11:44 am

You have a higher cell count comparing to mine (I have less than 100), maybe you can try to reduce some objects.

BTW, below article helped me a lot. I hope it could be a help for you.

https://www.scirra.com/tutorials/298/performance-tips-for-mobile-games
Providence University, lecturer.

Tatung University, lecturer.



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Consultant by month: USD$300 / month

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Post » Wed Jan 22, 2014 5:16 am

Word, high cell count is because of a huge layout, but it's crucial to my gameplay, so I cant really avoid it, unfortunately. I will go through some of those optimizations though, I am using quite a few Easetweens, resizing, rotating, etc.. but i dont understand how you can make your game *look good* without them... perhaps mobile can be 'simpler'.. i guess.
Made Cosmochoria - www.cosmochoria.com
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Post » Wed Jan 22, 2014 5:22 am

wow, 5800 collision checks.... You probably want to trim that some how by coming up with some creative ideas.

do you have a sample of what your game is?

Also to reduce some collision checks you can check in a style similar to


Every Tick
var chectype =0;
checktype = 2 then On Collision of player with Enemy do stuff
checktype = 1 then On Collision of player with hazzards do stuff
checktype = 0 then on collision of player with goodies do stuff
chektype + 1
if checktype is > 2 then checktype = 0

this way your cycling through your collisions.

though your using cells so is there many objects trying to colide with other many objects?
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