Mobile app Resolution and Perfomance

Get help using Construct 2

Post » Tue Apr 01, 2014 11:04 am

I have try my App that i have export with cocoonjs. Looks like that i failed with Resolution and also the Perfomance is like 3 Fps per second. How set the Resolution correctly that its always fullscreen and Rotate if you rotate your mobilephone ? Also how it looks like with Effects ? I use some effects. Glow,Noise and Blur. Additive Blendmode and own effect, every tick it create a Trail for the Player. What can i do ?
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Post » Tue Apr 01, 2014 6:34 pm

Do someone have Experience or a Solution for this Problems ?
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Post » Wed Apr 16, 2014 5:19 pm

You won't be able to use effects in CocoonJS -- it doesn't handle WebGL. You might get what you are looking for by using Ejecta for iOS or Crosswalk for Android.

As far as the low framerate goes, I recommend spending some time in the debugger. Things will run WAY faster in the native Safari or Chrome browser on a device then they will in a webview. In order to solve my framerate problems, I worked on my desktop and tried to see which Construct 2 groups were taking the most CPU time. I took one simulation from 1-2 FPS all the way to 60 FPS in CocoonJS and Ejecta on the iPad using this technique. It took a lot of debugging to find and fix the CPU-hogging functions, but it was worth it.
www.simbucket.com - HTML5 Science Simulations / https://www.airconsole.com/#!play=com.n ... obotrumble - Robot Rumble on AirConsole
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Post » Wed Apr 16, 2014 5:44 pm

Mobile devices often have weak hardware and using lots of shaders is a sure way to kill performance. See also Performance tips
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Post » Thu Apr 24, 2014 7:45 am

Good afternoon!
Excuse for bad language, I transport an online translator. I test game for Iphone and for Ipad and I have 60-65 FPS. If I press the HOME button game is turned. If I press an icon game again it is started. After closing and opening game loses on 3 FPS. If I close and I will open game of 20 times game will have 15-20 FPS. That to do to me, help please.
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Post » Thu May 01, 2014 3:04 am

cjbruce wrote:You won't be able to use effects in CocoonJS -- it doesn't handle WebGL. You might get what you are looking for by using Ejecta for iOS or Crosswalk for Android.

As far as the low framerate goes, I recommend spending some time in the debugger. Things will run WAY faster in the native Safari or Chrome browser on a device then they will in a webview. In order to solve my framerate problems, I worked on my desktop and tried to see which Construct 2 groups were taking the most CPU time. I took one simulation from 1-2 FPS all the way to 60 FPS in CocoonJS and Ejecta on the iPad using this technique. It took a lot of debugging to find and fix the CPU-hogging functions, but it was worth it.



Actually CocoonJS will be supporting WebGL..

http://blog.ludei.com/webgl-demos-arriv ... lay-store/
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Post » Thu May 01, 2014 10:25 am

Actually CocoonJS will be supporting WebGL..

http://blog.ludei.com/webgl-demos-arriv ... lay-store/


This is great news! Thanks for pointing it out!
www.simbucket.com - HTML5 Science Simulations / https://www.airconsole.com/#!play=com.n ... obotrumble - Robot Rumble on AirConsole
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