Pls HALP! Can't release on iOS using WebGL, possible?

Get help using Construct 2

Post » Thu Jul 07, 2016 2:32 am

Hi there,

After 6-7 months we finally finished our Construct 2 game. The game is theoretically ready.. shameless plug : https://itunes.apple.com/WebObjects/MZS ... 25264&mt=8

Yeay finally confetti and such "' ' .'.' '' !
But it's not using WebGL and is heating up the phone like crazy. So we are sitting on it, not publishing until we fix this.

Anyway, it seems that I am also retarded and the entire process is highly convoluted for us retarded people, so I only managed to make it work and publish it by disabling WebGL while using Cocoon.IO with canvas+

As of now, does anyone know how to publish with WebGL on Cocoon or Phonegap? Is it possible at all?

When I enable WebGL it either gives me low color graphics like this Image

Or, like with phoneGap, it doesn't go beyond the beginning. It's just a dark screen when WebGL is on.

I'd really love to continue using Construct2 and I have like 3 embryo projects just waiting to be finished in C2, but I'm losing hope that we can publish them using Construct2 and I'm starting to think we need to redo them in Unity or something.

Thank you for reading through this 5 hours of sleep text, any help is appreciated.
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Post » Thu Jul 07, 2016 11:11 am

I don't have an iOS device so I can't say for sure... but typically any game that uses high resolution graphics and/or lots of action is going to cause high CPU/GPU load and subsequently heat the device up a bit (since it's working so hard).

I don't know why you'd be having issues with WebGL either, but it's been at least 2 years since I've used Cocoon for anything (and I've never used phonegap or XDX - they weren't around back then) so I don't know :/

Without knowing more about how your game works it's going to be really hard to say - but using another application to build your game probably won't change that if you're pushing hardware limits for the device. It won't matter if you use C2, Unity, C#, Stencyl, BuildBox, or a hammer and nails...

~Sol
Tired of crappy file hosts that are crappy? Get DROPBOX - https://db.tt/uwjysXJF
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Post » Fri Jul 08, 2016 12:57 am

^ This is rediculous, it DOES matter if you use Unity, C#, Stencyl, or BuildBox, etc. You've Been Brainwashed!!!

Only a fool would make a statement like this. C2 has terrible limitations that make it almost impossible to export anything worthy onto Mobile.

The process itself is a nightmarish headache!!!

I just got BuildBox and it's a million times better as far as exporting goes, with REAL NATIVE EXPORT!

Be careful what you say to others, they just might believe you..
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Post » Fri Jul 08, 2016 11:13 am

@SoldjahBoy yeah you gotta check your statements :) Some of them don't work well.

My game is actually really low activity, minimum processing game and I optimized as much as I can. But not using WebGL really kills performance and it heats up.

@STARTECHSTUDIOS I know it's REDiculous :) But it's ok. I'm trying on Buildbox for size but it's crashing quite often. It was the same 6 months ago. It's very well designed but if it's that unstable I'm hesitant to continue.

I'm completely fine to overoptimise, just that the entire process is so convoluted and a waste of time that I don't really know how to continue. Every step of the way you have to know some insider trick to make your app work, and it's senseless.
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Post » Fri Jul 08, 2016 11:37 am

STARTECHSTUDIOS wrote:^ This is rediculous, it DOES matter if you use Unity, C#, Stencyl, or BuildBox, etc. You've Been Brainwashed!!!

Only a fool would make a statement like this. C2 has terrible limitations that make it almost impossible to export anything worthy onto Mobile.

The process itself is a nightmarish headache!!!

I just got BuildBox and it's a million times better as far as exporting goes, with REAL NATIVE EXPORT!

Be careful what you say to others, they just might believe you..



Brainwashed? Fool? Okay...

It's not C2's fault that the available wrappers (which are essentially software driven emulation) don't stack up well against a "native" application.

I can build a game in C2 (using NWjs), and have zero issues with performance - and build the same game in Processing or C# and guess what? It's exactly the same! I can add the same 10,000 sprites to my game in any language, and make them do the exact same stuff, and get the exact same results!

I think you're not only getting confused with how software works in general, you're lumping together wrappers and purpose driven code in the same basket... Sure BuildBox might have a better exporter for a given platform, that doesn't make it superior to C2 in the way the code or objects are handled on a hardware scale. All that means is that the BuildBox exporter is better than using something like Cocoon. Do you know the difference between a wrapper and native?

I also SPECIFICALLY SAID "if you're pushing the hardware limits of your device... it won't matter what you make it in"

So do you think if you have capped your fill rate on your GPU that another language will help? Do you think if you have maxxed out your processor by using too many loops or complex mathematics, that another language will be superior?

Now, are you done with childish insults that were unwarranted, not to mention incorrect?

@damjancd
If your game is fairly minimalist, then I have no idea what could be causing the issue apart from specifics that may be related to Cocoon. I'm not exactly sure what else to suggest apart from waiting for Ashley to get back to you about your project file. Sorry bud. :/

~Sol
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Post » Sat Jul 09, 2016 5:59 am

Yeah insults don't help no one here :)

@Soldjahboy we chatted it out with Ashley, turns out I haven't turned on WebGL, which Ashley correctly described as shooting myself in the foot :) I love the metaphor :)

But I can't seem to publish ANYTHING with webGL (using cocoon.io nor Phonegap) so I guess I'm all out of foot.
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Post » Sat Jul 09, 2016 6:21 am

That's really weird... I published a game with the help of Kyatric a couple of years ago when Cocoon was in its infancy - using WebGL and it worked great. It's been so long now that anything I did is almost certainly irrelevant today. I wish I could be of more help, but maybe someone else will have some thoughts to add.

~Sol
Tired of crappy file hosts that are crappy? Get DROPBOX - https://db.tt/uwjysXJF
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Post » Sat Jul 09, 2016 5:29 pm

@soldjahboy thats ok I am grateful for your reply!
*bows*
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Post » Thu Sep 29, 2016 11:47 pm

Hi All! Construct 2 is a great Game Engine. I personally like it a lot and find I can prototype really easily. Don't know anything about Build Box but it is way too expensive for me right now. Making mobile game is still possible with C2 if you optimize your game good. Check out 2 of my games I did with C2 at itunes.

https://itunes.apple.com/tr/app/ninja-k ... 26249?mt=8

https://itunes.apple.com/tr/app/platfor ... 90516?mt=8

Btw I use Canvas+ with IOS but would like to know if webgl works better with IOS?

Regards
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Post » Fri Sep 30, 2016 1:14 am

Hi @damjancd, have you tried using Intel XDK instead of Phonegap/Cocoon?

I've tried all 3 at some stage in my C2 career and find intel XDK easiest to work with. It used to be a pain in the butt it's gotten a lot better over the past 3-4 updates. If you haven't tried it and you want to check it out I've written some step by step tutorials on my blog. It's pretty straight forwards but there are a couple of little things to be aware of

http://megagamestudios.com/vegas-blog/
Mega Game Studios is a tiny independent game studio run from our apartment in Melbourne, Australia. We're not quite sure what we do yet but we think it has something to do with apps, board games and plush toys.

www.megagamestudios.com
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