Disappointed over bad communications!!!

Discussion and feedback on Construct 2

Post » Tue Apr 14, 2015 5:50 pm

Ashley wrote:
Jayjay wrote:@Ashley If I had the time to put 1.5 years into a game made just to demonstrate areas of slowness in C2 so you can be able to check it out then I'd really love to, but right now I don't, and I can't recreate the issues on smaller scale.

Minimal .capxs is just for bug reports. For performance testing I will happily profile an entire project. If you can't send it over then there are a couple of options:
- signing an NDA (this is a pain in the ass, but I will do it for special cases if say the publisher requires it)
- just run the Chrome Javascript profiler yourself, which is what I would do with your project to examine its performance. This should show up any bottlenecks in the C2 engine. I think it also lets you export results so they can be shared, or failing that, just print screen the top results and send them over.
- For a high-level view of event usage the C2 profiler gives a good indication of any performance bottlenecks in the events, but remember events are yours and up to you to optimise. A super fast engine will only help so much with inefficient events. I'd only use this to give some general advice on which of your events are the slowest.


Can I send you my game's entire .capx?

Because there's a bunch of pain in the asses I've encountered, most I can deal with but Beta r202 broke my game.

So far the bugs:

Using keyboard to create a sprite object creates it in a different place, using gamepad with the exact same events creates the object in the correct place. While using keyboard creates it in the wrong place.

Slight pause when changing player box size for unknown reasons.

Audio not working correctly (still, since Christmas) in preview.

And now in the latest round of bugs, r202 broke my game. Audio no longer resumes correctly. Or at all.

So can I send you my .capx and you hammer out the bugs? Because it's getting so ridiculous that not only are other users jumping ship, I've been looking at GamerMaker and UE4.

These aren't exporter bugs I'm encountering either, this is pure C2.
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Post » Tue Apr 14, 2015 6:57 pm

@Nesteris - please only report bugs to the Bugs forum following all the guidelines and one thread per bug. If you don't want to run in to beta-related issues, stick to stable releases. By using beta releases you are opting in to this testing process.
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Post » Tue Apr 14, 2015 6:59 pm

Ashley wrote:@Nesteris - please only report bugs to the Bugs forum following all the guidelines and one thread per bug. If you don't want to run in to beta-related issues, stick to stable releases. By using beta releases you are opting in to this testing process.


Already submitted a bug report.

Also you haven't answered my question of "Can I send you my .capx?" so you can see the problems with C2.
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Post » Tue Apr 14, 2015 7:29 pm

I think a lot of what/how people feel, and the things discussed over many past forum threads including this one, can be described in your own words Ashley. (https://dl.dropboxusercontent.com/u/4714446/AshTweets.PNG)

I don't want to feel like a guinea pig, but I will try to do some profiling and debugging (if it doesn't crash / can even run at full speed), but sometimes I get a sense that even if you just played the finished game in various conditions (different software open, screen capture tools, average/mid level PCs, etc) you could really discover the issues we're seeing or hearing about.
Last edited by Jayjay on Tue Apr 14, 2015 8:06 pm, edited 1 time in total.
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Post » Tue Apr 14, 2015 8:02 pm

@Ashley, could I take you up on that offer for profiling, over an email? My game is super small, and I have a few questions about some strange but worriesome blips where the game pauses slightly. Only, though, on lower end devices.

I am starting to wonder if it isn't an issues with physics (as I first suspected) so much as something else, because, for example, I went so far as to set physics iterations to 1 for pos and velocity, and no difference. Like i said, games runs fine except for the teeny but annoying spikes.

Or maybe the fact that I am combining physics with tile maps is causing conflict if some sort... #ColorMeConfused.
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Post » Tue Apr 14, 2015 8:06 pm

DatapawWolf wrote:@Ashley, could I take you up on that offer for profiling, over an email? My game is super small, and I have a few questions about some strange but worriesome blips where the game pauses slightly. Only, though, on lower end devices.

I am starting to wonder if it isn't an issues with physics (as I first suspected) so much as something else, because, for example, I went so far as to set physics iterations to 1 for pos and velocity, and no difference. Like i said, games runs fine except for the teeny but annoying spikes.

Or maybe the fact that I am combining physics with tile maps is causing conflict if some sort... #ColorMeConfused.


He hasn't replied to me about it, he'll probably post another non-answer.
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Post » Tue Apr 14, 2015 8:42 pm

My game Petrolhead Tactics is now on Steam Greenlight. I could not have done this without C2 ? Please rate, if you like!

Steam client already open: petrolheadtactics.com/steam
Web: petrolheadtactics.com/greenlight
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Post » Tue Apr 14, 2015 9:09 pm

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Post » Tue Apr 14, 2015 9:41 pm

Looks like ranting thread, so here are few thoughts of my own.

I, for one, think C2 is a great tool. Haven't encountered anything with similar productivity. It has it's limitations in performance, but don't think it is all C2 fault.

For example, recently I made extremely simple game https://play.google.com/store/apps/deta ... shapematch
primary reason to test exporting capabilities with admob ads, I disabled what ever I could, and had interesting testing results.
For starters I probably made mistake when didn't checked uses media on export, but there is audio on some devices, probably will upload new version soon, to test that and few more things.
So what are the results, with export as normal Android app (I just can't justify crosswalk size overhead for this game):
performance wise, ZTE Blade 3 is the worst, it can't event work as intended, when sprite is moving to a place, it never finds it, just circles around
also on all tested 4.x devices there is no audio, but there is audio on 2.3 and 5.0
on Alcatel Idol, it works, not great, but let's say it's usable
on Galaxy S4 it works with few frames dropping, on S5 situation is better, just to mention that in regular browser on those devices, game works better than installed version which I can't explain, should be the same browser.
on LG G3, with Lollipop it works as intended, and what is most interesting, on LG P500 (android 2.3.3) it works perfectly, well, it doesn't show ads, but it is admob plugin for Cordova responsibility, not C2.
Tried also on same noname 4.x tablet, antutu score ~26000, it also works fine

So, in my opinion, it is a question of stock browsers, and blacklisted GPU (crosswalk export), I didn't, on purpose, changed any of the settings via XDK, just to see what will happen, and will app pass on Google Play. Also since C2 is simple tool, I think that export should be simple also, to spend more time on exporting, than development is pointless, if that is the case, I can go back to Java/Eclipse :(

Also if anyone could make one table with what is supported where in export I would really appreciate it, something like columns (Cordova, Crosswalk, Canvas+...) and rows (Android 4, 5, iOS 7, 8, Win, WP, ...), and then maybe even sub rows ( audio, webgl, admob...)

Anyway, back to C2 great features, recently I was asked to do some promo pong-like game for one company. I made a demo in 10 minutes as a proof pf concept, there is no way I could do that in anything else. Exported to apk, works fine for now.

All in all, I am satisfied with C2, don't expect much right now, and blaming Google rather than Scirra right now. If problems persist with newer versions of Android then Scirra should think about native export if they think that C2 should be tool for publishing game on a mobile platforms. And I still think it is doable with some cooperation outside Scirra, I think I mentioned that somewhere before, that guy from Basic4Android, he can work some black magic with conversion to Java. I am sure there is more people like him that can think of something, or maybe Crosswalk Lite is a way to go, I don't now, It is for Scirra to decide. But keep it simple and usable.
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Post » Tue Apr 14, 2015 10:35 pm

Ashley wrote:If you want me to take a look send your .capx over to [email protected] with an overview of the problem areas/what to do and I'll take a look. I may not be able to do this for everyone since we have thousands of users, but hopefully a few real-world examples will allow me to make some engine improvements if necessary.


I sent you an email. Please handle my .capx with care. I trust you to not do anything malicious. :)
Hope it helps you improve the enjoy!
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