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

Discussion and feedback on Construct 2

Post » Wed May 06, 2015 5:26 am

@ex32

Ok, my brother test your Game at a samsung Galaxy 4 and his brandnew s6.... i tell you the results tonight.....
Last edited by BasicTribe on Wed May 06, 2015 1:03 pm, edited 1 time in total.
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Post » Wed May 06, 2015 1:03 pm

Results: On all Android-Smartphones run the game, but: On all the smartphones (S2/S4/S6) it run with breaks in the framerate. Its the most time over 50 fps but all 8-10 Seconds the app stops for a short time. No one will play it or pay it with this conditions.
Oh yeah, i break now my project complete. I have the last two weeks (therapy after the "wrapper" & "compile"-disaster here) spend my time with UnrealEngine and the blueprints. Its hard, but doable! What me helps (its hard in the beginning) is to learn the 3d editor and blueprints seperate.... I think its a long way, but waiting (after weeks and months) for updates is a longer way! Its a pity! I haved use C2 with his wonderful workflow for a long time...... :(
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Post » Wed May 06, 2015 1:17 pm

@basictribe

thanks for the results , look like xdk is out of question,Cocon is the only way for now
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Post » Thu May 07, 2015 4:31 pm

Really bad...

- i just moved to unity, it rocks!
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Post » Thu May 07, 2015 6:08 pm

construct is really good for non programmers and for simple mobile games, i will stay with it and hope scirra will start officially support coconjs again, because with xdk even flappy bird is lagging.
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Post » Thu May 07, 2015 7:25 pm

@ex32 i test your game and get stable 56-59 fps ( @admir in a crappy chinese smartphone with 1gb of ram and mediatek quadcore crappy cpu mali 400 gpu not so crappy after all brand boy). i played 3 levels without problem. the annoying thing was that everytime the player lands after jumping i get a feeling like it happens an "earthquake" the camera is shaking a lot i dont know if you do this in purpose like an "effect" or is an origin point in some of your players frame off a little bit..

ps from the "yes" in the end of every level i asume you are very young. i ve got to say that ive played your game for about 20 minutes its very addictive. be a little more artistic with your assets (like the platforms or the base under the ancient columns for example) and your game will get a huge boost. and remove the yes of course in the end of the levels young warrior :idea: :D add some fireworks

great game too much fun..keep it up
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Post » Fri May 08, 2015 4:50 pm

@spy84 thank you for your review , it is very hard to tell if the game will work or not, i do have only 1 device i can test on, so when basictribe said he tested on several samsung models and said it was bad , i was really depressed :-( , not sure what to do, i tried coconjs and it ran very smoth , but xdk yes the frame rate change too much dunno why. The YES i didnt like it too :-) will remove it and also i will add some effects and such . Thank you again for positive review

Ps: the earthquake was there for purpose , i meant it to be when you land hard it will shake the screen a bit.
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Post » Fri May 08, 2015 5:10 pm

for testing purposes only make your platforms a little bigger ( for easier play) and remove the "earthquake" effect to see if there are breaks in performance and instant lag. cause with the shaking ground is not easy to tell if its the effect itself or there is every 8 seconds a lag too like someone wrote before. i dont know if you understand i dont speak very good english. but for the perfomance issue i told you 58 fps stable and and smooth gameplay there's not reason to depressed. nice job


ps

i tested your builds (from the first page)

the crosswalk build seems to run faster to me.

thl t6s smartphone 4.4.2 android quad core 854 x 480 res mali 400mp2 (2core gpu) stable 57-60 fps
pipo s1 tablet android 4.1 ( custom rom 4.2.2) rockchip 3066 dual core mali 400 mp4 (4core gpu) 800*480 res 52-72 fps

the non crosswalk build in the smartphone is the same 52-60
but in the tablet 15-34 fps (very laggy) i assume is the rockchip but its strange the game isnt so heavy from the assets point of view...cpu makes huge difference even when mali mp4 is more powerfull than mp2..
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Post » Sat May 09, 2015 6:08 am

I've been testing my game on my HTC One M7 via the CocoonJS app launcher. It's going great. My prototypes were using quite a lot of physics objects and the FPS was around 40 to 50 with quite a lot of objects in 0 gravity.

Currently however, I've stopped using the physics behavior and am now using the bullet behavior because it's better performance wise and all around easier to work with.
Risk Rocket now available on Google Play
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Post » Sat May 23, 2015 11:13 am

@spy84 great , thank you very much for info, but i decided to use Cocoon.Io , it supports cordova plugins so we can export as cordova and it will compile to canvas+ oh yeahh
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