Optimizing Mobile Games: 8 Very Critical Tips

Discussion and feedback on Construct 2

Post » Sat Jun 04, 2016 5:18 pm

Hello! After going through a little bit of optimizing, my app went from 256 memory use to 132. How can I further lower this?

Would you suggest a complete resizing of all images? My average sprite size is 600x600 px reduced to 200x200 to fit 480x640 screen.
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Post » Sat Jun 04, 2016 7:09 pm

MPPlantOfficial wrote:Hello! After going through a little bit of optimizing, my app went from 256 memory use to 132. How can I further lower this?

Would you suggest a complete resizing of all images? My average sprite size is 600x600 px reduced to 200x200 to fit 480x640 screen.


Excellent!! Are you still having trouble running your game on your device ? If so yes your sprites should be the size they are in game.
Check out my awesome Android Game releases https://play.google.com/store/apps/deve ... ames&hl=en
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Post » Thu Nov 30, 2017 7:47 am

Thank you for all your advice guys!
Chris Hinz

Design, visual development and illustration

www.hinz-art.com
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Post » Thu Nov 30, 2017 10:20 am

From my experience:
Don't use effects on mobile! A very simple effect applied to a small sprite could cost a few fps on an older phone. Ten sprites with this effect - and the fps can drop down to unusable numbers.
Blend modes with "Force own texture" set on the layer can also have a noticeable impact on performance.
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Did I help to fix a problem in your game? You can buy me a cup of coffee :) If you'd like to hire me, please see this post
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Post » Thu Nov 30, 2017 12:17 pm

Helpful information here. Thanks.
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