Mobile / cocoonjs optimisation tricks ?

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Post » Sun Jan 04, 2015 11:12 pm

Thanks @Silverforce for your reply. My options are be to buy C2 license (I know I can do game myself with C2, and it's cheaper ;) ) or hire a professional (e.g. Unity guy). For me, the most important thing is the end result. It must be perfect. Because I use my money and my time for this. I don't want put a micro-stutters warning in the app description.

I have considered the options for a long time. The only thing that bothers me anymore, is the micro-stutters...
I hope this problem can be corrected by Scirra-team.
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Post » Mon Jan 05, 2015 1:00 am

@Alatok

if I would like to make 100% serious, 100% professional game/app, and have enough money for that - then hiring Unity guy would be the best option. Construct 2 is great for simple games and prototyping, but Scirra does not take any responsability for good working of the final product.

Anyway we can also call @ludei about micro-stuttering issue.
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Post » Mon Jan 05, 2015 2:03 am

I think I know the cause of the micro-stuttering you are seeing in Star Nomad Elite on mobiles. Its due to aggressive garbage collection. When ships jump out of system (which happens often), the sprite is destroyed and removed from memory. Likewise for effects. WKWebView is very aggressive at GC, since I notice the memory footprint is obscenely low, ~8MB when in-flight.

It could be eliminated if we have manual control on assets in memory. But I doubt its gonna happen, particular for wrappers like CJS.
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Post » Mon Jan 05, 2015 6:28 am

@Silverforce

it seems that the best option would be Construct 3 as an add-on to Unity :)
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Post » Mon Jan 05, 2015 3:12 pm

@szymek
Well.. Maybe you're right. Unity can be better to me. It's a shame, I really like the C2 possibilities (how cool is it to say "I make the game by myself"?!. Not by hiring guy). But these little things..
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Post » Mon Jan 05, 2015 3:57 pm

Alatok wrote:Well.. Maybe you're right. Unity can be better to me. It's a shame, I really like the C2 possibilities (how cool is it to say "I make the game by myself"?!. Not by hiring guy). But these little things..


Why don't you try to prototype your idea in C2 (free version) first? Then you'd have something to show to the Unity-guy you plan to hire in any case.
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Post » Mon Jan 05, 2015 4:23 pm

Ho well, i've seen this post a bit too late, i'm having the same kind of problem with my project. Even on a super simple project for testing, i'm seeing jittering on the movements. jittering-on-a-simple-scrolling-project_t122064
... "Je suis CHARLIE" ...
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Post » Mon Jan 05, 2015 5:18 pm

@robotecollective
Yes, I can do prototype. But my point is: what Scirra can do about the micro-stuttering. Then I don't need an Unity-guy. I can hire.. Yes.. but better options if I can to do my game from start to end by myself. From my own interests :)

@Softloulou
Well, you may have the micro-stuttering problem :) If I understood correctly, no one can do anything about it.
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Post » Mon Jan 05, 2015 5:48 pm

Alatok wrote:@robotecollective
Yes, I can do prototype. But my point is: what Scirra can do about the micro-stuttering. Then I don't need an Unity-guy. I can hire.. Yes.. but better options if I can to do my game from start to end by myself. From my own interests :)

@Softloulou
Well, you may have the micro-stuttering problem :) If I understood correctly, no one can do anything about it.


Well yeah i guess we can call it a micro-stuttering problem. But for the sake of example the capx is really small (for debuging testing purpose) and it happens mainly on Chrome (on Firefox and ie, still happens but less). It's a real problem if you are considering making a fast passed game. I don't think this could be associated with Garbage Collection (but well i'm no JS pro user). (I would be so happy if someone found a way to fix this )
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Post » Mon Jan 05, 2015 11:04 pm

@Softloulou
There's many threads on the issue you are seeing in Chrome.

The short of it is that the Chromium team had a mental fatal error and released multiple versions since 38 that horribly mess up frame latency / vsync, introducing the stutter.
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