Spritefont horrific lag on mobile, Ejecta, CocoonJS

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Post » Sun Jul 27, 2014 5:07 am

@Jayderyu Unfortunately I can't do that since even with static text, if it's filled with 40% screen text, it lags horrendously. I managed to scale up a layer where it holds the text, I made the text much smaller font, so the height is actually much less and then it's blown up by scale, but on Ejecta it doesn't even show the text if I use scale, and on CocoonJS it still has the same 4096 limit on some devices.

If I can find a behaviour or effect that just zooms in (scales) certain objects, that would be ideal, since I can zoom the text 3 times, and have the size 3 times smaller, enabling me 3 times the text amount of a textobject, and that's it. I would actually pay for someone to do that, I've been struggling with this error, trying to find a way around it for the last 3 months. And release date is approaching. Of course I can do it manually, but it would take a LOT of time separating all texts, and the players would benefit from a smoother experience.
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Post » Sat Aug 02, 2014 2:44 am

+1 Same problem here , I am making a Word Game using SpritFont and SpriteFont+ the performance is really slow on mobile even with the phone like iPhone 5S on CocoonJS.

@Ashley , Please help :(
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Post » Sat Aug 02, 2014 3:17 am

I think the answer here might help your issue, it helped for my project. viewtopic.php?f=152&t=108633&p=812550#p812550
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Post » Sat Aug 02, 2014 10:29 am

tringio wrote:I think the answer here might help your issue, it helped for my project. viewtopic.php?f=152&t=108633&p=812550#p812550

Aha, that's why it's not laggy on a default mobile browser, the webgl is just not supported there :D
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Post » Sat Aug 02, 2014 3:52 pm

@Sisyphus WebGL is supported on Safari Chrome Firefox

@tingio , thanks for the idea, but it doesn't work in Ejecta unfortunately. I don't think that Construct 2 can tag a project to be exported as nonwebgl in Ejecta.
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Post » Sat Aug 02, 2014 4:56 pm

damjancd wrote:@Sisyphus WebGL is supported on Safari Chrome Firefox

@tingio , thanks for the idea, but it doesn't work in Ejecta unfortunately. I don't think that Construct 2 can tag a project to be exported as nonwebgl in Ejecta.

Maybe try to disable webgl, and export to cocoonjs?
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Post » Sun Aug 03, 2014 4:30 am

@Sisyphus CocoonJS has terrible performance on my project without WebGL. It's also riddled with a slow startup because Ludei insist to load everything at startup. Might work for other people though.
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Post » Sun Aug 03, 2014 4:30 am

You can disable WebGL directly from CocoonJS app the mobile device itself btw.
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Post » Sun Aug 03, 2014 2:53 pm

disable webgl in construct will help just little in ejecta
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Post » Sun Aug 03, 2014 3:23 pm

I can't disable webgl in construct for Ejecta. It reads it as enabled... although I use latest unstable build of Ejecta.
In terms of FPS, webgl is supposed to help you run your game faster, but there is a bug with spritefont on mobile, and it runs bigger spritefont texts awfully.
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