Performance Issues ( Android Crosswalk Galaxy S2 /S3

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Post » Sat Oct 11, 2014 3:28 pm

Hey all :)

To mention first, is is my first relativly complete game i made with construct, the basics are done, so i exportet it to android (crosswalk)
while trying it i experienced several performance issues. my question would be is this a general crosswalk issue or have i done a very bad programming so it lags.
the main problems are:

- It doesnt run smoothly on s2 / s3
- the touche input has a big lag which makes playing on mobile devices a pain
- my attempts to programm a double jup failed because it seems to be random when he accepts the command and when not.

you can try the game here: bytecrunch [.] org/flow/
and here is the action shart:
lag1.PNG

lag2.PNG



i am thankfull for every hint how to do it better or what possibly can cause those issues.
all sprites are 32x32 / 64x64 / 128x128 or 512 x 512

thank you in advance
Joschi


edit: attempt for double jump:
doublejump.PNG
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Post » Sat Oct 11, 2014 3:40 pm

Unfortunately S3 is old and S2 even older. I have S3 and noticed that a bit more complex games will never get more than ~35-45 fps (gameplay is very choppy after exporting with crosswalk and unplayable with fast paced games), and there's not much you can do about that :/.
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Post » Sat Oct 11, 2014 7:21 pm

that was not the answer that i was looking for haha ;)
s2, s3 might be old but they have a quite fast processor, it shouldnt be a problem to handle such a game?! i mean there happens litterally nothing and i have played more complex games on my mda II back in 2004 O_o
if this really is the case that i dindnt do something wrong than it might just be impossible to develop for android with construct2, at least for now... i dont know many people who have a better device than an s3 and as i am planning on making complex games this will just dont work. even my simple drag and drop game works kind of slowish...
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Post » Sat Oct 11, 2014 7:53 pm

I've made quite few games that run perfectly fine on my S3, but all of them are more visual than gameplay wise (a lot of big images, animations etc, but not much objects are actually moving on screen - except the ones I drag and drop with touch) - and these games works fine on my S3, 60fps all the time.
But also I've made few opposites, not many graphic assets, but objects are constantly moving at different speeds - and on this games I get ~35-45 fps,
In one of them there are only 25 objects smaller than 128x128 moving with bullet behavior on the screen one TB for background and player that can move left or right. And this one lags player controls so awfully I can't even debug this game on my phone :/
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Post » Sat Oct 11, 2014 9:39 pm

Thanks for your advice shinkan, ive managed to get the fps to 55+ stable on my s2!
here is what i did:

- update text every 0.1 seconds rather that 0.01 seconds
- removed pulse effekt from text
- set background clear to "no"

runs pretty well now and controlls are responsive! i can work with this!
sometimes a few smal changes can have an impact!

regards
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Post » Sat Oct 11, 2014 9:49 pm

That's great result!
Try to not use text objects on mobiles at all, it's better to use spritefonts for any kind of text informations you want to display.
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Post » Sun Oct 12, 2014 1:09 am

yep, i will read a tutorial about this :) i am really exited to make my first "real" game :)
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Post » Sun Oct 12, 2014 4:04 am

I'm using a Samsung Galaxy X II for my testing and it runs slowly. However, on the Nexus 4 it runs well. So, I think the samsung galaxy is not the best cellphone for C2 games, sadly!
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Post » Sun Oct 12, 2014 12:23 pm

I think the S2 and S3 are subject to GPU blacklisting. Check in Chrome by visiting chrome://gpu.
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Post » Sun Oct 12, 2014 9:37 pm

It says WebGL: unavailable
does this affect the performance if i dont use any WebGL effects? also does this apply for crosswalk?
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