Phone performance

Discussion and feedback on Construct 2

Post » Sun Aug 26, 2012 12:17 am

Just got to test my game in a Samsung Galaxy s3, it's a extremely simple engine that i've been working for one day, and the performance is terrible, ranging from 10 to 25 fps
Apparently this modern smartphone don't have webgl. Any way to improve performance? If I export in some other format will it work better?
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Post » Sun Aug 26, 2012 11:21 am

What are you using to export your game?
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Post » Mon Aug 27, 2012 2:36 am

The regular HTML5, then I access it using the local preview
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Post » Mon Aug 27, 2012 3:39 pm

This is not recommended.
Read this.

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Post » Mon Aug 27, 2012 5:13 pm

My game which isn't simple at all, runs pretty smoothly on an SIII, I'm surprised.
Use appMobi and turn it into a native app, it should be much faster.
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Post » Mon Aug 27, 2012 11:38 pm

The only performant ways to get a game on Android, right now, are CocoonJS and appMobi directCanvas (which does not yet actually support Android, but should soon). I would strongly recommend only using these - the phone browsers tend to suck pretty bad on Android.
Scirra Founder
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Post » Wed Aug 29, 2012 10:16 pm

Alright, I exported with appMobi using directCanvas, so it wont run my Ajax requests. So, is there another way to access my csv (excel table) database?
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Post » Thu Aug 30, 2012 9:48 am

We're hoping to get the AJAX object working in CocoonJS and directCanvas soon!
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Post » Fri Aug 31, 2012 10:04 pm

I just tested a WIP project in my Galaxy S2 (Chrome browser) with the HTML5 export and it works at a decent FPS rate (between 20 and 30 average, and it has A LOT of physics).

Try Chrome on your Galaxy S3 :)
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