Mobile / cocoonjs optimisation tricks ?

Discussion and feedback on Construct 2

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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Post » Mon Jan 05, 2015 11:09 pm

@alatok @Softloulou

as much as I love Construct 2, I strongly disagree with Scirra's approach to exporters. The best example is Android: CocoonJS was deprecated and what alternative do we have? Jittering Crosswalk. It's just soo not professional, ehh. And it's always about waiting for better future.
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Post » Tue Jan 06, 2015 12:43 am

@szymek

Hmm.. Ashley says "I truly believe that native exporters would mean we end up doing nothing other than maintaining a bunch of parallel codebases with no time to do anything else" hmm... What about if Scirra hire more people to his team? :)

If the reason is the lack of funding, it should not be impossible to get it from many different sides.
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Post » Tue Jan 06, 2015 12:55 am

@Alatok

it seems that Unity etc. and all other engines with native exporters are 100% wrong :D

Ashley says also "Like I said, most projects which run in to trouble are either exceeding hardware limitations, or grossly inefficiently designed." which sounds really funny if you think about strong jittering / micro-stuttering issues. And the latest CAPX by @Softloulou is the best example.
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Post » Tue Jan 06, 2015 3:25 am

@szymek
Indeed, sounds really weird...

Anyways, I made my decision. I'll try to make a small prototype with free C2 license like @robotecollective suggested. And will look at how the C2 develops in the coming months... But at the moment it is not yet ready for commercial game making.
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Post » Tue Jan 06, 2015 5:42 am

@Alatok

That's good idea. In my case I hope for native AdMob from @ludei and meantime I will work on some simple app that could run well even on jittering Crosswalk.

Verily Construct 2 teaches us patience :)
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Post » Tue Jan 06, 2015 9:43 am

Like you guys said, it seems construct2 is only for prototype usage right now (wich is sad, and even for that it's limited now), we have to wait for some fixes (sadly from Google/chrome side). I knew Construct2 is a HTML based engine and i was fine with it (and actually it's a really strong one) i was reading everything i could find about optimisation, tricks to make the best of it, but right now (with the lastest issues) it's just plain impossible to make something pro with Construct2 (it happens even with the smallest prototypes now).
Like you may know, from browsers usage stats : http://www.w3schools.com/browsers/browsers_stats.asp
Has you can see, Chrome represent 60% of web browser usage ... So what does that mean ? We just have to wait and hope that Chrome fix that soon. Or move to another engine, and that pains me (yes i really enjoyed Construct2) ...
If anyone comes up with a fix for that let us know :).
... "Je suis CHARLIE" ...
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Post » Tue Jan 06, 2015 10:31 pm

@Softloulou as far as I understood it, if you plain to make an html5+js browser game (your last post makes me think that), even without C2 this chromium issue will be on your way (unless you rely on somekind of plugin to make your game work, but that is another constraint for the end user, and even then other issues will be presents I would think)
https://www.scirra.com/forum/viewtopic.php?t=152506

And that is why you shall respect the bug reports guidelines, not only giving a capx is making the bug reproductible in one click in a situation they can work with (less time wasted trying to reproduce vague instructions) but also it helps filtering false positives.

Game design is all about decomposing the core of your game so it becomes simple instructions.
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Post » Wed Jan 07, 2015 12:51 am

Aphrodite wrote:@Softloulou as far as I understood it, if you plain to make an html5+js browser game (your last post makes me think that), even without C2 this chromium issue will be on your way (unless you rely on somekind of plugin to make your game work, but that is another constraint for the end user, and even then other issues will be presents I would think)

Yes Aphrodite, i was targeting smartphones and browsers for this project (a fast passed scrolling game like "jetpack joyride"https://play.google.com/store/apps/details?id=com.halfbrick.jetpackjoyride). This jittering issue with Chrome/Node Webkit is a real pain. For now i will just continue my prototype and see how it goes the day i export it (i will leave the browser / desktop aspect aside (i will test the game with firefox ^^), and see what i can do for mobiles).
... "Je suis CHARLIE" ...
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Post » Wed Jan 07, 2015 1:28 am

@Softloulou @Aphrodite

Gianmichele wrote about auto updating webview in Android 5.0:

Honestly I'm a really scared that an auto updating webview, more than nodewebkit, could break a perfectly working game without any action from the user (or even knowing it really).

Ashley replied:

Google already manage to do this without breaking the entire Internet, so I'm sure apps will be fine too.

***

so everything is fine... :D
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