Performance on mobile devices as native apps or games !

Discussion and feedback on Construct 2

Post » Thu May 15, 2014 8:43 am

Hello,

I just want to know if someone exported a good game developed with Construct 2 on any mobile platform specially iOS and Android, what's performance there ? As i have seen that when compiling through wrappers like CocoonJS and Direct Canvas etc ... Performance is lagging specially if you are developing a good game not a small game that won't be played by anyone ...Here is a blog post i recently came through, and the guy described how they buy Construct 2 and than stopped using it because of different issues in different platforms.

Code: Select all
http://blog.andreabianco.eu/?cat=46


And i think he is saying true, because scirra isn't providing any wrappers instead you have to use some third party wrappers and so your are totally dependent on them. Its not construct 2 you can blame about performance issues but those wrappers are responsible for that as clearly described in the post.I want to know what community people has to say about that, and what you HTML 5 people are developing on mobile devices as native games, what the performance and experiences etc ...


Thanks.
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Post » Thu May 15, 2014 8:56 am

He's wrong. The End.

ps. Do a quick brief on posts on this forum, this topic keeps been thrown around by people who have no idea how to optimize their games constantly. It's just plain wrong to say HTML5 and C2 can't do "good" or "big" games for mobiles.
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Post » Thu May 15, 2014 9:06 am

Its clearly said there that when going through wrappers than different wrapper has different performance and issues with platforms like Android and iOS, its not about construct 2 but its about "HOW construct 2 will deliver native mobile games".

Have you or anyone here developed something that is in app store or android market with construct 2 ?

I will love to see and give them a try.

PS: Be optimistic this is not to fight with you all HTML 5 developers as i m a hardcore flash game developer, but rather i just wanted to see whats the reality as i just wanted to develop a simple pong but with more features in Construct2.

Thanks.
Last edited by faisal007 on Thu May 15, 2014 9:23 am, edited 1 time in total.
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Post » Thu May 15, 2014 9:47 am

faisal007 wrote:Its clearly said there that when going through wrappers than different wrapper has different performance and issues with platforms like Android and iOS, its not about construct 2 but its about "HOW construct 2 will deliver native mobile games".

Have you or anyone here developed something that is in app store or android market with construct 2 ?

I will love to see and give them a try.

PS: Be optimistic this is not to fight with you all HTML 5 developers as i m a hardcore flash game developer, but rather i just wanted to see whats the reality as i just wanted to develop a simple pong but with more features in Construct2.

Thanks.


https://play.google.com/store/apps/deve ... dios&hl=en

Try Ninja Legacy. The full game is massive, 48 stages, over 30 enemies, 10 unique bosses with cool moves. A full blown talent tree (several trees).

My current project, scifi sandbox RPG/RTS:
https://www.youtube.com/watch?v=rG111TlxvRM
https://www.youtube.com/watch?v=NBhPXWQ1Ykk

Running fine on even older mobiles.
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Post » Thu May 15, 2014 10:00 am

Have you used cocoon js ?

And can you list some older devices names ?

Thanks.
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Post » Thu May 15, 2014 10:09 am

I've used both CocoonJS and Intel XDK, both have their advantages.

My oldest test device is a HTC Incredible (Droid Incredible) http://en.wikipedia.org/wiki/HTC_Incredible

Runs my games fine, big or small games.

I've got a few other devices in between, Tegra 3 CPU and newer Snapdragon S600/S800 CPU.
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Post » Thu May 15, 2014 10:14 am

Good to know, thanks for the information.
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Post » Sun May 10, 2015 9:08 pm

Silverforce wrote:
faisal007 wrote:Its clearly said there that when going through wrappers than different wrapper has different performance and issues with platforms like Android and iOS, its not about construct 2 but its about "HOW construct 2 will deliver native mobile games".

Have you or anyone here developed something that is in app store or android market with construct 2 ?

I will love to see and give them a try.

PS: Be optimistic this is not to fight with you all HTML 5 developers as i m a hardcore flash game developer, but rather i just wanted to see whats the reality as i just wanted to develop a simple pong but with more features in Construct2.

Thanks.


https://play.google.com/store/apps/deve ... dios&hl=en

Try Ninja Legacy. The full game is massive, 48 stages, over 30 enemies, 10 unique bosses with cool moves. A full blown talent tree (several trees).

My current project, scifi sandbox RPG/RTS:
https://www.youtube.com/watch?v=rG111TlxvRM
https://www.youtube.com/watch?v=NBhPXWQ1Ykk

Running fine on even older mobiles.



Was either "Ninja Girl: Throwing RPG" or "Star Nomad Elite" made with C2? I couldn't find Ninja Legacy.

I am also having slow C2 android native app games (wrapper: Intel XDK lastest version), even if they are small (.apk file is 21mb with just 7 sprites)

Are you still able to make fully functioning native apps for android and or IOS ?
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Post » Sun May 10, 2015 9:33 pm

Here are my games all made with C2. They are far from optimized because I didn't know how to do it back then. But they run perfect on new devices and if I've made a new game now with the knowledge I have I would be able to make them run really well on old devices as well. And usually when my games lag the ads are the cause and are just bad implemented by me.

Construct may not be good for really shitty devices but for all others you should be able to make even big games run at a stable 60fps and people saying otherwise are just inexperienced :P So the games below are old and not optimized at all straight from C2. I also have the games on the app store but it takes to long to update a game there so gave up iOS. If you find a bug you'll have to wait about 2 weeks for the new build to be approved by apple and on google play it takes about 5min. And when it finally gets approved you have another update with bug fixes to upload x)

Kim Jong Run (XDK Crosswalk)
https://play.google.com/store/apps/deta ... kimjongrun

Bit And Run (XDK Crosswalk)
https://play.google.com/store/apps/deta ... .bitandrun

Kim Jong Jetpack (CocoonJS)
https://play.google.com/store/apps/deta ... ongjetpack

Dropz (CocoonJS)
https://play.google.com/store/apps/deta ... appz.dropz
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Post » Mon May 11, 2015 1:14 am

Anonnymitet wrote:Construct may not be good for really shitty devices but for all others you should be able to make even big games run at a stable 60fps and people saying otherwise are just inexperienced :P


Or perhaps the game they are making is truly needing that extra % performance that can slip away from using HTML5, or a specific conflict between C2 and the third party wrapper that is out of the control of Scirra yet is also your only option for distributing your game.

Ultimately, if you can keep your game at 60fps then odds are it will run perfectly fine. but 59fps and below will enter a realm of oddities. If you have WebGL access then on a GPU side you should be good, but any taxing games CPU-side will be difficult (eg: physics-heavy).

If you find that your game doesn't quite run as well as it needs to then there is the positive aspect that HTML5 capabilities are ever-improving and in a few (more) years most devices should be able to run it alright :) Especially after Google stops trying to break Chromium :-P
"Construct 4 lets YOU make advanced games! (but not play them)" Construct Classic - Examples Kit Dropbox is a pile of trash and if you need my old files PM me! :)
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