I've seen the comments about C2 and CocoonJS

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Post » Thu Oct 03, 2013 6:33 pm

@Draspur not considered as "best option"
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Post » Thu Oct 03, 2013 6:48 pm

[QUOTE=Joannesalfa] @Draspur not considered as "best option"[/QUOTE]

It's certainly one of the better ones. In you opinion, which is the best?
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Post » Thu Oct 03, 2013 7:10 pm

@Draspur well, as you can see this thread, CocoonJS helps you to make simple games, but not robust games.

However using WebGL in CocoonJS doesn't improve performance at all.
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Post » Thu Oct 03, 2013 8:17 pm

so i made my test and here are the results:
first of all my phone is vodafone smart 2. 800+ mhz armv6 processor.512 ram and 480*320 display. i have a tablet also but its not worth it to test it there cause its too powerfull even for cocoonjs and gameclossure.maybe i cant see any difference at all.

so i open in c2 the space blaster capx and i export it twice. one with webgl on and the other with webgl off.both of them with scale inner.cause the layout of the game is higher than my screen display.

both of cocoonjs exports load the main menu decently and the sound was ok.but when the game began the backround music theme goes off suddenly.the frames were between 2-10 when sprites in the screen were more than 4.the webgl off version was a little better but about 3-5 frames and not more.unplayable for me.

now lets see gameclossure i download the game from the link @joannesalfa posted before.i run it and at the first time it made me worried cause the main layout dont appear correctly.no letters no tap here for game to begin blah blah blah..but i touch the screen and after 5 seconds i saw the main layout this time almost correct (with bars at the top and at the bottom) and the game begins...
framerate i cant tell cause i was not able to see like cocoonjs (debug mode) but the game runs almost smoothly.so i imagine that the game runs about 18-25 fps even with many spites in the layout.the mines and all these stuff with massive explosions.the game runs decent and the audio was perfect.the backround music now plays behind the sound effects (not like cocoonjs)

summary: before i run the games i run clean master and advance task killer just to be sure that no application runs with the games.
and i noticed that after both cocoonjs games the memory my phone used was between 51-57mb.the gameclossure apk used 39mb.sorry for the huge post..

RESULT GAMECLOSSURE WINS BY FAR...(at least based at my tests)
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Post » Thu Oct 03, 2013 8:48 pm

[QUOTE=Joannesalfa] @Draspur well, as you can see this thread, CocoonJS helps you to make simple games, but not robust games.

However using WebGL in CocoonJS doesn't improve performance at all.[/QUOTE]

RTR is relatively robust, more so than anything I had seen built with it. What do you consider robust? I initially had these concerns myself but it all worked out.
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Post » Fri Oct 04, 2013 8:32 am

@draspur as you see my tests i posted yesterday i think that you understand that game closure has great potentials and for the moment can beat cocoonjs.maybe we should start a thread only for asking game clossure exporter inside c2.
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Post » Fri Oct 04, 2013 12:20 pm

It does look like Game Closure is a decent alternative to CJS. +1 for an exporter.
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Post » Fri Oct 04, 2013 8:28 pm

[QUOTE=spy84] @draspur as you see my tests i posted yesterday i think that you understand that game closure has great potentials and for the moment can beat cocoonjs.maybe we should start a thread only for asking game clossure exporter inside c2.[/QUOTE]

Hmm, I'll definitely look into it for my next project. How easy it to set up compared to C2?
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Post » Sat Oct 05, 2013 8:15 am

@draspur i dont know really.if you say "how easy is to set it up compared to c2" meaning that you want to make a game inside gameclosure and not to c2 i think its way harder.im just saying to make an gameclosure exporter in c2 so we can from there export the html5 file (made with c2)to an apk file.
spy842013-10-05 08:16:03
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Post » Fri Oct 25, 2013 2:43 am

I've got working C2 games with Game Closure, I will make tutorials soon.
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