Low FPS in Cocoon launcher

Discussion and feedback on Construct 2

Post » Mon Oct 28, 2013 11:54 pm

I exported my game for Cocoon and I used the launcher after to test it and the FPS has not reached more than 8. Extremely slowly. The game generates 32 instances of a cube with randomly selected frames, falling from the top of the window. The cube is using Physics behavior with the default settings. The screen is 720 x 480 px. The game is running normally in the browser. Is possible to run a game with these features in a mobile? When I build the application, the game will be faster? I really need some help to solve this problem, because I intend to use "physics" in all my games. Thanks.
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Post » Tue Oct 29, 2013 12:22 am

Have you tried using the cocoon plugin and changing the physics from accelerated to web?
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Post » Tue Oct 29, 2013 10:19 am

This is why it is essential to test on mobile from the very start. If you had tested regularly while developing your project, you'd probably know roughly what thing it is that causes the framerate drop.
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Post » Tue Oct 29, 2013 12:25 pm

@AnD4D

Thanks for the reply. Cocoon plugin is the same of Cocoon object? How can I change de physics from accelerated to web?
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Post » Tue Oct 29, 2013 12:46 pm

AnD4D2013-10-29 12:47:50
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Post » Tue Oct 29, 2013 3:45 pm

Thanks AnD4D, but not improved. I changed the option for Standard web-based game and became much worse, ranging between 1 and 4 FPS. Any other idea?
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Post » Tue Oct 29, 2013 9:41 pm

Share you capx.

You might be just running too many objects. Even in CocoonJS you should probably at most run no more than 100.

HEre is my suggestion. Use their launcher. Test the physics sample. Then keep on adding more objects. Then you will get an idea of how many objects your game could handle with good performance design.
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Post » Tue Oct 29, 2013 10:51 pm

Hello @ jayderyu

As I said before, I used just a cube with 9 frames and the physics behavior, that is replicated in 32 instances. Besides the cube, some sprites transparent at the edges of the screen and a background image.

It is strange that only 32 objects cause much delays. I took a look at a demo in CocoonJS launcher (Box2D) and the situation is similar, but on a much larger amount in the case of the demonstration.
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Post » Wed Oct 30, 2013 3:11 pm

Hi RenatoB,

im propably dealing with similiar problem than you are. Im trying to get solid fps on iphone via cocoonjs {i4 is propably out ouf question}. I have a standard looking platformer game with tiles and enemies, basicaly no physics. I was recommended to check this: http://www.gameclosure.com/ It would run any C2 games with GC wrapper following this modification: http://www.gameclosure.com/blog/2013/03/space-blaster-meets-mobile

It looks like the number of people who want to develop games in the great user-friendly construct2 on mobiles is growing. But we still need more to have a solution here. I hope they make an integration of the gameclosure to construct or Ludei gets their new release out which will be even faster or i dont know :/ There's celarly a market gap for an app suitable for people {non programers} who want to develop games for mobiles.
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Post » Wed Oct 30, 2013 5:20 pm

Hi @marcel1980

It seems to be very interesting. I'll read more carefully and see it's possible for me to use this solution. Thank you.
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