Ejecta Exporter Experiences

Discussion and feedback on Construct 2

Post » Tue Apr 01, 2014 2:48 pm

@hollowthreat
Nice to know you had positive results with Ejecta! I intend to use it starting next week.

Are you creating your project with retina resolutions? Do you think retina on the iPad (1536x2048) will hold?
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Post » Tue Apr 01, 2014 10:12 pm

@gammabeam yup i do my games in ipad's retina resolution, it works on both ipad and iphone. but the turbo issue i state earlier is a biggie, cocoonjs still the better wrapper at this stage.
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Post » Tue Apr 01, 2014 10:43 pm

It's nice to know a high resolution is working ok with both exporters, I didn't know that! Thanks for the info
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Post » Wed Apr 02, 2014 1:09 pm

@hollowthreat - did you report that "turbo" issue as a bug with steps to reproduce?
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Post » Wed Apr 02, 2014 9:12 pm

@ashley no, i wasn't sure where to report the issue, thought its ejecta's problem, and i got used to the 'no support' from using cocoonjs lol.

thanks for asking, i'll try reproduce the issue and report in bug section this week! i'll be very happy if we actually gets support with ejecta, good job team scirra!
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Post » Fri Apr 04, 2014 10:44 am

good news! ashley fixed 2 issue i mentioned earlier, no more turbo after re-enter game, and accelerometer is reversed to normal! :)

further testing and comparing the performance of ejecta and cjs, testing with a simple infinite game i'm about to release on iPhone5, here is the result from xcode debug monitor:

Loading the game at beginning(not counting the splash):
Ejecta is at least twice as fast to finish loading.

Title layout idle:
Ejecta use 30% CPU while Cjs use 70% CPU

In game:
Ejecta use 60~70% CPU while Cjs use 70%~100%

Ram:
Ejecta use 125mb, Cjs use 160mb.
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Post » Fri Apr 04, 2014 10:50 am

Damn, Ejecta is faster and uses less ram than CJS. Pretty beastly.

iAds working fine? How about IAP options with Ejecta?

This is gonna be a great year for HTML5 and C2.
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Post » Fri Apr 04, 2014 11:23 am

@Silverforce indeed a good year for C2 mobile!
i haven't test iAd, i couldn't get it to pull test ads from cocoonjs+mopub, do you know if i need to have the game approved(published) in order to get test ads?

no IAP in my game yet, so i couldn't test that. :/
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Post » Fri Apr 04, 2014 1:35 pm

Guys, I know this is kinda off-topic but you've been active around here so I rather ask:

What's the situation regarding app updates? I remember people complaining that if you issued an update to the stores, the game's saves would be wiped.
Is that still happening?
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Post » Fri Apr 04, 2014 1:42 pm

hollowthreat wrote:good news! ashley fixed 2 issue i mentioned earlier, no more turbo after re-enter game, and accelerometer is reversed to normal! :)

further testing and comparing the performance of ejecta and cjs, testing with a simple infinite game i'm about to release on iPhone5, here is the result from xcode debug monitor:

Loading the game at beginning(not counting the splash):
Ejecta is at least twice as fast to finish loading.

Title layout idle:
Ejecta use 30% CPU while Cjs use 70% CPU

In game:
Ejecta use 60~70% CPU while Cjs use 70%~100%

Ram:
Ejecta use 125mb, Cjs use 160mb.



Sounds great. Will it be included in next version?
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