It's 2015, How's Your Game Performing on Phones?

Discussion and feedback on Construct 2

Post » Sat May 02, 2015 4:25 pm

It's 2015, today's devices are faster and cheaper than ever, so much so that performance on HTML5 gaming has greatly improved since. An ASUS ZenFone 5 can be had for a very reasonable $150, and this has a power hungry, yet decent Atom processor. So how has your game performed on today's devices? So we can get an idea of how real C2 games perform on various devices, state your game's complexity and its performance on...

2015 Highend Phones (Android 4.4x / Lollipop)
Ex: LG G3

2015 Midrange Phones (Android 4.2 and up)
Ex: Samsung Galaxy Ace

2014 Highend Phones (Android 4.4x and up)
Ex: Samsung Galaxy S5

2014 Midrange Phones (Android 4.x and up)
Ex: ASUS ZenFone 4 or 5

Shitty Android Phones (Android 2.x and up)
Ex: Any Chinese or local-branded crap phone that has <= 1GB of RAM and MSM chip)
B
7
S
1
Posts: 42
Reputation: 1,058

Post » Sat May 02, 2015 5:24 pm

People are still attempting mobile games with HTML5 / C2? Huh.
Image
B
243
S
30
G
13
Posts: 1,787
Reputation: 18,770

Post » Sat May 02, 2015 5:44 pm

i have alcatel 4015d , the crapiest phone ever made. My game has 173 events , animated sprites, some everytick events and such, i used xdk version 12 and i get 52 to 58 fps with croswalk and stable 58 using non crosswalk build.
B
11
S
3
G
1
Posts: 419
Reputation: 1,782

Post » Sat May 02, 2015 5:48 pm

Was the game designed for mobile @ex32 ?
Image ImageImage
B
169
S
50
G
169
Posts: 8,286
Reputation: 108,216

Post » Sat May 02, 2015 5:50 pm

yes the game was designed for android from the start, i can upload the apk and you can see how it performs on your devices.
B
11
S
3
G
1
Posts: 419
Reputation: 1,782

Post » Sat May 02, 2015 6:03 pm

A game designed to run on mobile, actually runs on mobile? Huh.
Image ImageImage
B
169
S
50
G
169
Posts: 8,286
Reputation: 108,216

Post » Sat May 02, 2015 6:14 pm

just answered his question?
B
11
S
3
G
1
Posts: 419
Reputation: 1,782

Post » Sat May 02, 2015 6:18 pm

I believe you, but an example would be nice for people who like to test.
Image ImageImage
B
169
S
50
G
169
Posts: 8,286
Reputation: 108,216

Post » Sat May 02, 2015 6:39 pm

Here is game with almost 200 events 12 event sheets and 13 levels, 2 game modes it is fast paced, I have used latest XDk 1912 , Crosswalk 12.40 admob plugin, media plugin. Turn off wifi to get rid of ads, On crappy alcatel i got 50-58fps

PS: i am using particles as well , sine behaviour, rotate behaviour , solids, local storages every ticks, every seconds , and such and you can see fps in every level

Link: http://www30.zippyshare.com/v/JIWizFtx/file.html

And here is Non Crosswalk build. For me its much faster
Link http://www36.zippyshare.com/v/zr0jDAKj/file.html
Last edited by ex32 on Sat May 02, 2015 9:24 pm, edited 2 times in total.
B
11
S
3
G
1
Posts: 419
Reputation: 1,782

Post » Sat May 02, 2015 7:30 pm

First: Simply, but funny game!
OK, i have tested it on S2 Galaxy.... Startscreen with the green smoke: frame is heavy go down. But there is no framecounter in menu... I think its 10fps?
Level 1: It switch from 30 to 58
Level 2: The same. its going heavy down by the parts with the small plattformlines.
The next i will check later! And next day with S3....
Have you use physics on this game? When yes: How many Objects pro layout?

But thanks to give a link that i can comparison it with my project. Its very useful!!!!!

p.s.: Gameplay: Give a doublejumpinfo in game ;)
B
4
S
1
G
1
Posts: 65
Reputation: 788

Next

Return to Construct 2 General

Who is online

Users browsing this forum: lukewasthefish and 4 guests