Mobile performance issue with android

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Post » Wed Mar 27, 2013 6:34 am

Hi,

I'm working on an pyhsics game.I've already published game. it strained some devices bu it was not pyhsics.Now my last game strains more .How do i solve performance and low fps issues? Please give me useful advices.I wait your help.

Regards,guero2013-03-27 06:36:38
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Post » Wed Mar 27, 2013 6:39 am

On mobile devices. Keep you physics objects few and far between. ie minimal. When C2 uses CJS Box2D accelerator then that will be a lot better.
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Post » Fri Mar 29, 2013 12:08 pm

[QUOTE=jayderyu] On mobile devices. Keep you physics objects few and far between. ie minimal. When C2 uses CJS Box2D accelerator then that will be a lot better.[/QUOTE]   

Thanks @jayderyu .I've allready use few physics objects.as i said before my last game strains so much though it very simple.i dont understand reason of this.You can try how it strains from link below.

https://play.google.com/store/apps/details?id=com.guero.fullmetal

I cant use CJS because i use phonegap with eclipse to add some android Ad services.I believe CJS performance is better than phonegap. I still wait your help. Regards,
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Post » Sun Mar 31, 2013 12:05 am

[QUOTE=guero] [QUOTE=jayderyu] On mobile devices. Keep you physics objects few and far between. ie minimal. When C2 uses CJS Box2D accelerator then that will be a lot better.[/QUOTE]   

Thanks @jayderyu .I've allready use few physics objects.as i said before my last game strains so much though it very simple.i dont understand reason of this.You can try how it strains from link below.

https://play.google.com/store/apps/details?id=com.guero.fullmetal

I cant use CJS because i use phonegap with eclipse to add some android Ad services.I believe CJS performance is better than phonegap. I still wait your help. Regards,[/QUOTE]

One main issue I had when running games on phones was the sprite count, not the instances itself. So for example, I used way to many sprite objects on making a scenery, when I could have set 1 sprite to different animations and save on performance and ram for mobile devices.

So what I did at the beginning was have seperate sprites for lamp, television, couch.

But I then decided to set it to one sprite object called ornaments and set the ornament sprite to different animations, such as lamp,television, and couch. I did this for a couple of sprite objects and saved a ton of fps and ram especially on mobile devices, since some are fairly weak to begin withretrodude2013-03-31 00:15:24
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Post » Sun Mar 31, 2013 2:20 pm

[QUOTE=retrodude] [QUOTE=guero] [QUOTE=jayderyu] On mobile devices. Keep you physics objects few and far between. ie minimal. When C2 uses CJS Box2D accelerator then that will be a lot better.[/QUOTE]   

Thanks @jayderyu .I've allready use few physics objects.as i said before my last game strains so much though it very simple.i dont understand reason of this.You can try how it strains from link below.

https://play.google.com/store/apps/details?id=com.guero.fullmetal

I cant use CJS because i use phonegap with eclipse to add some android Ad services.I believe CJS performance is better than phonegap. I still wait your help. Regards,[/QUOTE]

One main issue I had when running games on phones was the sprite count, not the instances itself. So for example, I used way to many sprite objects on making a scenery, when I could have set 1 sprite to different animations and save on performance and ram for mobile devices.

So what I did at the beginning was have seperate sprites for lamp, television, couch.

But I then decided to set it to one sprite object called ornaments and set the ornament sprite to different animations, such as lamp,television, and couch. I did this for a couple of sprite objects and saved a ton of fps and ram especially on mobile devices, since some are fairly weak to begin with[/QUOTE]

Cool solution. but i cant use this way there is some problem like diffrent event sheet actions and behavior parameters.but as i said before It's usefull way.

I think try pender.maybe it will work fine.

http://www.scirra.com/forum/pender-android-for-phonegap-cordova_topic63245_page1.html

Also i wait other help.

Regards,

guero2013-03-31 14:21:30
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Post » Mon Apr 01, 2013 12:01 am

[QUOTE=guero] [QUOTE=retrodude] [QUOTE=guero] [QUOTE=jayderyu] On mobile devices. Keep you physics objects few and far between. ie minimal. When C2 uses CJS Box2D accelerator then that will be a lot better.[/QUOTE]   

Thanks @jayderyu .I've allready use few physics objects.as i said before my last game strains so much though it very simple.i dont understand reason of this.You can try how it strains from link below.

https://play.google.com/store/apps/details?id=com.guero.fullmetal

I cant use CJS because i use phonegap with eclipse to add some android Ad services.I believe CJS performance is better than phonegap. I still wait your help. Regards,[/QUOTE]

One main issue I had when running games on phones was the sprite count, not the instances itself. So for example, I used way to many sprite objects on making a scenery, when I could have set 1 sprite to different animations and save on performance and ram for mobile devices.

So what I did at the beginning was have seperate sprites for lamp, television, couch.

But I then decided to set it to one sprite object called ornaments and set the ornament sprite to different animations, such as lamp,television, and couch. I did this for a couple of sprite objects and saved a ton of fps and ram especially on mobile devices, since some are fairly weak to begin with[/QUOTE]

Cool solution. but i cant use this way there is some problem like diffrent event sheet actions and behavior parameters.but as i said before It's usefull way.

I think try pender.maybe it will work fine.

http://www.scirra.com/forum/pender-android-for-phonegap-cordova_topic63245_page1.html

Also i wait other help.

Regards,

[/QUOTE]

You can refer to this link as well if your interested, it covers most of the problems relating to lower fps for mobile games:

https://www.scirra.com/tutorials/298/performance-tips-for-mobile-games
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Post » Tue Apr 02, 2013 12:53 pm

[QUOTE=retrodude] [QUOTE=guero] [QUOTE=retrodude] [QUOTE=guero] [QUOTE=jayderyu] On mobile devices. Keep you physics objects few and far between. ie minimal. When C2 uses CJS Box2D accelerator then that will be a lot better.[/QUOTE]   

Thanks @jayderyu .I've allready use few physics objects.as i said before my last game strains so much though it very simple.i dont understand reason of this.You can try how it strains from link below.

https://play.google.com/store/apps/details?id=com.guero.fullmetal

I cant use CJS because i use phonegap with eclipse to add some android Ad services.I believe CJS performance is better than phonegap. I still wait your help. Regards,[/QUOTE]

One main issue I had when running games on phones was the sprite count, not the instances itself. So for example, I used way to many sprite objects on making a scenery, when I could have set 1 sprite to different animations and save on performance and ram for mobile devices.

So what I did at the beginning was have seperate sprites for lamp, television, couch.

But I then decided to set it to one sprite object called ornaments and set the ornament sprite to different animations, such as lamp,television, and couch. I did this for a couple of sprite objects and saved a ton of fps and ram especially on mobile devices, since some are fairly weak to begin with[/QUOTE]

Cool solution. but i cant use this way there is some problem like diffrent event sheet actions and behavior parameters.but as i said before It's usefull way.

I think try pender.maybe it will work fine.

http://www.scirra.com/forum/pender-android-for-phonegap-cordova_topic63245_page1.html

Also i wait other help.

Regards,

[/QUOTE]

You can refer to this link as well if your interested, it covers most of the problems relating to lower fps for mobile games:

https://www.scirra.com/tutorials/298/performance-tips-for-mobile-games[/QUOTE]

Yes,Thanks i've allready read the tutorial but i cant say it help me

I wait anaother advices please.
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Post » Tue May 21, 2013 3:36 pm

@guero,

I have a little bit issues I thing you know the answer of this question
My question is that Construct 2 support android version 2.3.6 or not ?
Because I have create a game which is working perfectly on android version 4.0+ but when i test it on android lower version (2.3.6) in that time my game background mover right side and level 2 background not showing do you have any idea about that
(actually i check my game on Samsung phone which have android v-2.3.6 my game is working fine on v-4.0 but in v-2.3.6 level -1 working fine in this version but when I enter in level 2 that time my background is blinking and in level 3 the I didn't get the background
)
Please help me---------------------------

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Post » Wed May 22, 2013 6:54 am

@rob

Yes,Construct 2 supports android i use phonegapand eclipse even my game runs froyo.

I dont know reason cause of your problem but i guess it your problem could about devices feature because i test my games lot of android device and i get weird result sometime for example samsung galaxy mini and mini 2 (both has low feature and android 2.3) work fine my games but same game strains in nexus 4 I realy cant understand my experiences and your problem.

Also if you use phonegap and eclipse to build apk.Right click your project and go to properties and go android tab under resource .you can see some target settings to build apk.You can try change your target maybe 2.3 i hope your game will fix.
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Post » Wed May 22, 2013 10:43 am

@guero,

Thanks Guero,

Actually I'm using cocoonjs may be that is the reason ..

When I'm Using phonegap or means to say when i convert .apk with the help of phonegap and run on my android devices(version 4.0) it work too show.

Well thank for answering...............

Cheers,
Rob
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