CocoonJS game crashes????

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Post » Thu Jul 24, 2014 3:16 pm

ddaan9 wrote:thanks for your help!

But if it is playable on a galaxy s3, than it should definitely be playable on a nexus 5. The strange thing is on my galaxy tab 2 10.1 it runs on about 50fps, no lag, after i played a couple of seconds...in the start it is about 30fps, it is playable with a minor lag. On my nexus 5 i never had a lag...

That's playable only because i just make 300 static sprites with "If sprite is overlapping sprite" event, if i make them move, i'm sure the game will crash.
ddaan9 wrote:OH and i played like a level over and over again. After 7 times the game crashed....but that was with only 2 enemies. Before i played with 12 enemies.....
And i know that with every enemy the collision checks goes up significant, so I think the collisions aren't the problem, because the crashes when they are low but when they are high it doesn't......Hate my problem. I will compile with intel xdk now and accept maybe that one doesn't give the problem.

Well i'm not saying that you got crash only because of 21000 collision checks, i can't say surely what causing this, because i don't see a capx. I just want to say that with so much collision checks your game will be playable only on powerful devices like your nexus 5, and will give poor fps on devices like my s3 :lol:
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Post » Thu Jul 24, 2014 3:57 pm

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Last edited by ddaan9 on Thu Jul 24, 2014 3:58 pm, edited 1 time in total.
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Post » Thu Jul 24, 2014 3:58 pm

Sisyphus wrote:
ddaan9 wrote:thanks for your help!

But if it is playable on a galaxy s3, than it should definitely be playable on a nexus 5. The strange thing is on my galaxy tab 2 10.1 it runs on about 50fps, no lag, after i played a couple of seconds...in the start it is about 30fps, it is playable with a minor lag. On my nexus 5 i never had a lag...

That's playable only because i just make 300 static sprites with "If sprite is overlapping sprite" event, if i make them move, i'm sure the game will crash.
ddaan9 wrote:OH and i played like a level over and over again. After 7 times the game crashed....but that was with only 2 enemies. Before i played with 12 enemies.....
And i know that with every enemy the collision checks goes up significant, so I think the collisions aren't the problem, because the crashes when they are low but when they are high it doesn't......Hate my problem. I will compile with intel xdk now and accept maybe that one doesn't give the problem.

Well i'm not saying that you got crash only because of 21000 collision checks, i can't say surely what causing this, because i don't see a capx. I just want to say that with so much collision checks your game will be playable only on powerful devices like your nexus 5, and will give poor fps on devices like my s3 :lol:


hmm...but your galaxys s3 is way more powerfull than my galaxy tab 2 10.1......Still i keep getting between 50 to 60 fps.....Clueless about the problem :evil:

But thanks for your input! :D
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Post » Thu Nov 06, 2014 8:18 pm

SOLVED! CocoonJS actually caused the crash. Using IntelXDK with Crosswalk solved it!
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