The Big Question

Discussion and feedback on Construct 2

Post » Tue May 15, 2012 10:36 pm

@SplashHunt, how do you explain the Space Blaster video? I think there are other factors at play here...
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Post » Tue May 15, 2012 10:43 pm

which video?
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Post » Wed May 16, 2012 12:40 am

Well, cocoonjs has a video showing space blaster being played at a pretty high frame rate... And Ashley has said directcanvas and cocoonjs are doing pretty much the same thing.
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Post » Wed May 16, 2012 12:00 pm

@SplashHunt, can you share your .capx file that doesn't perform well? appMobi might be able to improve it.
Scirra Founder
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Post » Fri May 18, 2012 1:22 am

Hello everyone,

CocoonJS is TRULY running SpaceBlaster game in both iOS and Android (as you can see in this video CocoonJS running SpaceBlaster). Try your game using the CocoonJS Launcher app. You have it available at the Google Play Store and we have just released a way for any developer to download and install the CocoonJS Launcher App for iOS. Please, check our blog post on this: CooonJS Launcher App for iOS.

If you have a licensed Play Construct version, you can download the latest release and you might find the "Export to CocoonJS" option handy too.

Regards,
Ludei
ludei2012-05-18 01:24:58
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Post » Fri May 18, 2012 1:32 am

Indeed, cocoonjs seems to be the best hope for getting our games on mobile devices.
However, I still have my doubts. I will need to see some properly tested performance graphs before I believe that complex games like mine will run OK on these devices.

I would, of course, be delighted to be proven wrong.
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Post » Fri May 18, 2012 2:29 am

[QUOTE=Ashley] Good idea, I'll do some performance tests at some point. I doubt they'll show up a CocoonJS vs. directCanvas performance difference, but they should still give a good rough idea of sprite counts you can get away with and mobile vs. desktop performance.[/QUOTE]

Okay,here it is.
http://dl.dropbox.com/u/19121172/TouchGame.capx

And for Ludei, I dont own a mac. So I will be waiting for the appstore version.
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Post » Fri May 18, 2012 6:16 am

@SplashHunt, I wouldn't exactly call that one moving sprite. You are spawning a new sprite every 0.01 seconds to create a trail.Mipey2012-05-18 06:26:44
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Post » Fri May 18, 2012 7:10 pm

[QUOTE=Mipey] @SplashHunt, I wouldn't exactly call that one moving sprite. You are spawning a new sprite every 0.01 seconds to create a trail.[/QUOTE]

Yeah,but to be sure I skipped to level 6 and let it run only with the enemy sprite there.

But this may also be the lag reason(every tick actions).. I will do some tests without it.
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