... debug on IPAD from appMobi export

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Post » Fri Sep 14, 2012 4:03 pm

@GamerGon Thanks for your concern, I will make a new thread as soon as I can test my game in Android since I actually have no intention to publish it in iOS. As for the problem, I think it is more related to object count and sprite numbers.

My background is composed of individual objects, like trees, houses, lamps, etc. All separated so it must give an impact to performance. The background was also created like: One very long layout filled with all separated objects that formed the background. I don't think this is the most efficient way, but it is indeed the easiest. The object count is around 200-250 for each layout (I have 6 similar layout).

Construct 2 counts all objects in the layout, doesn't it? So, although the objects are not visible they are still counted. I think this might be one reason. What do you think about it?

I also doesn't use any third party plugin. The plugins that are used: mouse, keyboard, touch, audio, sprite, tiled object, and appmobi. Nothing fancy.

I decided to give CocoonJS a shot. At default state it crashed just like in AppMobi. After deleting a great deal of sprites (all background object, some bosses and enemies) it finally works. However, in appMobi still no luck.

My conclusion is, maybe it crashes because of having too many different sprite objects even tough they are low res.

In case you want to see the said game: http://www.marketjs.com/game/projectgatoteps1

Tomorrow I'm going to friend's house to borrow an Android phone. I'll tell you the result soon. Thanks a lot! baterism2012-09-14 16:04:11
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Post » Fri Sep 14, 2012 4:43 pm

I'm waiting for the new thread!
BTW, appMobi Direct Canvas is not supported on Android.

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