Consider Cocoon if XDK is not working (updated)

Discussion and feedback on Construct 2

Post » Mon Jan 23, 2017 1:11 pm

I think it's a moving target at this point.. if you really want to know right now.. make some kind of test project.. like do a "on ever tick" spawn an object or something over say 10 seconds.. and count it. see what score you get on both. Although this is just one test it should still be a quick / dirty test to see which is able to generate more content fast.
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Post » Mon Jan 23, 2017 10:43 pm

part12studios wrote:I think it's a moving target at this point.. if you really want to know right now.. make some kind of test project.. like do a "on ever tick" spawn an object or something over say 10 seconds.. and count it. see what score you get on both. Although this is just one test it should still be a quick / dirty test to see which is able to generate more content fast.

I can't even remember how to set xdk up, hopefully the shatterbox guide will remind me.
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Post » Mon Jan 23, 2017 11:07 pm

there isn't much to it.. i too took a looooong break from xdk.. the toughest thing is that you have to give it a .p12 file for the certification for iOS.. other than that it's pretty much gravy.. it will come back to you i bet.
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Post » Wed Jan 25, 2017 12:32 am

Well, I just compiled a comparison, and cocoon's canvas+ is still massively faster, but the touch-to-keyboard plugin didn't work, which is disappointing. The filesize for XDK using webview surprisingly is about half of what cocoon's canvas+ gave me, which was really unexpected. Any ideas how to make XDK faster, or is that the best I'm gonna get?
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Post » Wed Jan 25, 2017 12:43 am

it's a moving target.. i am sure things get faster / slower / shifting all the time.. file size should be the least of your concerns.. if the game is good people will download it. if they choose not to download your game because it's too big, they are fickle and thankfully a very small % of people downloading games.
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Post » Wed Jan 25, 2017 6:04 am

part12studios wrote:it's a moving target.. i am sure things get faster / slower / shifting all the time.. file size should be the least of your concerns.. if the game is good people will download it. if they choose not to download your game because it's too big, they are fickle and thankfully a very small % of people downloading games.

Well, it's not a moving target, it's exactly the same as it was last year, canvas+ is fast, xdk is slow, @ashley isn't supporting for cocoon, which I can't understand. Filesize, well, I don't believe anyone would ever download anything I make, I just do them for fun, and yes, people will care if a game is 4mbs vs. 8mbs, so it's important.
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Post » Wed Jan 25, 2017 10:47 am

The fact canvas+ (and really all non-browser engines) lacks so many features far outweighs any performance difference. Web Audio, form controls, XML parsing, standard-compliant inputs, sometimes even letterbox fullscreen, the list goes on and on. Fast and broken is worse than slower and working. If you can delete features to make something faster, it's not particularly useful if you need the features that got deleted. Note that (at least in the past I saw) it has other problems that come in to play as you increase the scale of your game, such as lacking the memory management that browsers have, so games tend to crash due to running out of memory where they would work in a real browser engine.

We deprecated non-browser engines a long time ago and I firmly believe no C2 users should use them, even if they're faster in some cases.

Modern webviews don't have any file size overhead. For example on Android if you target 5.0+, the APK is small compared to the size including Crosswalk. By the end of the year Android 5.0+ should be on the vast majority of devices. It's already at about 2/3rds worldwide.
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Post » Wed Jan 25, 2017 10:57 am

Ashley wrote:The fact canvas+ (and really all non-browser engines) lacks so many features far outweighs any performance difference. Web Audio, form controls, XML parsing, standard-compliant inputs, sometimes even letterbox fullscreen, the list goes on and on. Fast and broken is worse than slower and working. If you can delete features to make something faster, it's not particularly useful if you need the features that got deleted. Note that (at least in the past I saw) it has other problems that come in to play as you increase the scale of your game, such as lacking the memory management that browsers have, so games tend to crash due to running out of memory where they would work in a real browser engine.

We deprecated non-browser engines a long time ago and I firmly believe no C2 users should use them, even if they're faster in some cases.

Modern webviews don't have any file size overhead. For example on Android if you target 5.0+, the APK is small compared to the size including Crosswalk. By the end of the year Android 5.0+ should be on the vast majority of devices. It's already at about 2/3rds worldwide.

Absolutely, I was impressed how small 5.0+ build webview was in compared to even canvas+, but the the performance was just terrible in compared. Do you still recommend XDK as first port of call, or is phonegap better for android?
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Post » Wed Jan 25, 2017 12:08 pm

how did you make a web view game? I don't see it as an option in XDK.. there is "cordova" but ultimately that seems (from my most recent game) to be bloaty and ran fine thus leaving me to think it's still using crosswalk.

Perhaps I get webview if i uncheck "optimize with crosswalk"?
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Post » Wed Jan 25, 2017 12:41 pm

part12studios wrote:how did you make a web view game? I don't see it as an option in XDK.. there is "cordova" but ultimately that seems (from my most recent game) to be bloaty and ran fine thus leaving me to think it's still using crosswalk.

Perhaps I get webview if i uncheck "optimize with crosswalk"?

Yeah, it makes a small apk.
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