Publishing & supported devices

Discussion and feedback on Construct 2

Post » Sat Oct 05, 2013 1:33 pm

Hi all,
I'm just about to ready to publish my first game to Google Play and have finally gone through process (which surprised me in it's amount of conditions/restrictions etc.) and on uploading my .apk have come to the 'Supported Devices' list. I compiled through CocoonJS (android) and set the minimum version to 4.0.3 (ICS), Google Play has listed 2499 devices that can support the game.

Now the problem I have is that although my game is relatively simple and scaleable it struggled to run smoothly on my Huawei G330 which runs @1ghz.
Is there any way to limit compatibility to 1.4ghz and above, be it in the code or in Google Play itself?
If not does anyone know of a list of mobile devices and their Processor so I can set them manually (eeek!)?
Cheers all
KevD :)
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Post » Sat Oct 05, 2013 1:49 pm

Huawei G330 has dual-core Snapdragon, so should work fine :o

anyway: in practice more bad reviews you can get from Samsung-sh*t-phone users (with resolutions like 320x200, 320x400), like: button is to small, text is not visible etc.
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Post » Sat Oct 05, 2013 3:17 pm

The idea initially was simply a remake/remodel of my families fave old game on the spectrum, I only really intended making it for us to play on the Nexus 7/PC.
It was only after I finished and a few other people that saw and played it enjoyed it that it got tested on the Huawei and looked/played really nice but wouldn't keep over 20fps.
That was when I tidied it up a bit on the front end and thought about releasing it for tablets and higher end phones.
The Huawei is nice for what it cost but even 'Doodle Jump' stutters a fair bit and that's a super simple game.

I may well just limit it to tablets, just seemed a shame to miss the mobile phone market :)flibble2013-10-05 15:21:19
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Post » Sat Oct 05, 2013 4:36 pm

@flibble

just publish it and see if there will be some negative comments. Nowadays chinese tablet with 1280x800 and quad-core Allwinner 31S (~11-12k in Antutu) costs 89$; and there are a lot of cheap quad-core phones too, so most of people will get 30 fps on your app anywayszymek2013-10-05 16:37:02
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