What's with all the CocoonJS whining lately?

Discussion and feedback on Construct 2

Post » Fri Aug 09, 2013 10:09 am

@Ludei,

I have just batch converted my pngs to 40% original size and then with Texture Reducer I get my app up an running - nothing looks right but I can see it works. How can we use the texture reducer in the cloud compiler? i.e., not through the launcher
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Post » Fri Aug 09, 2013 9:06 pm

Last week I finished work on a Construct mobile game: a horizontal scrolling shooter with a bit of a twist.

During my testing, and after some heavy optimizations, the first level (out of 4) ran at a healthy ~50fps on Cocoonjs 1.3.

Sooooo... I installed the newest v1.4 on the iPad, and expected somewhat better or equal performance.

Only to be shocked to discover that first level now runs at a dismal ~17fps, and plays like a snail running through mud.

The game was supposed to be put up on iTunes this week - I do not see that happening now. It just runs way too slow.

I am now going to test with Ejecta, and see if that will improve matters. As it stands, Cocoonjs is a complete bust for me. Client is not that happy atm...

Any suggestions or ideas about why performance might be affected that bad?
Win7 64- i7 [email protected], p6t Deluxe v1, 48gb, ATI 7970 3gb, EVGA 590 3GB, Revodrive X2 240gb, e-mu 1820. Screens: 2 x Samsung s27a850ds 2560x1440, HP 1920x1200 in portrait mode
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Post » Fri Aug 09, 2013 9:22 pm

@rayek I know what you mean I had similar shock recently. However, I have found @Ludei to be very receptive this week. Why not email them? [email protected]

They are currently helping me work out what is required to get my ipad working on older hardware.
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Post » Sun Aug 11, 2013 8:42 pm

Ok, I got my app working on ipad 1 and ipod touch. The processing speeds of those devices is dismal. Where I was seeing 28+ FPS on ipad 2 and better on ipad and touch I am seeing 3-5 FPS and that require me to reduce all textures to bare minimum. I wish apple would allow limiting apps to specified devices.
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Post » Mon Aug 12, 2013 5:27 am

It's funny how anyone can complain! With the new WebGL rendering, my game runs amazingly!

Initially I was shocked when my FPS dropped all the way down to like a 3-5 FPS as well. But I realized the problem was with text rendering.

http://www.scirra.com/forum/why-are-text-objects-more-intensive-with-webgl_topic65487.html

I removed all text objects which were changing on tick.
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Post » Mon Aug 12, 2013 2:22 pm

Hi Rayek

Please change the WebGL render mode to Canvas render mode, this should boost the fps of your game, if is not the case, please contact us at ludei.com and we'll be glad to help you on this.
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Post » Thu Nov 07, 2013 9:27 am

Fine... Then Do we resolve? Cocoonj converts apk not working!
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