Suggestion to improve android performance

Discussion and feedback on Construct 2

Post » Tue Oct 23, 2012 6:18 am

Who ever has used cocoonJS to export to APK has realised that the game takes a lot longer to load when an APK, vs a zip in the launcher.

As far as I know this has something to do with accessing the assets from androids internal database.

@Ash, is it possible to add a feature to C2 that will allow it to create larger sprite sheets (specifically for cocoonJS exports) for the purpose of decreasing the load time?

I will try do a test of this, although I am not sure how to make it a fair comparison.
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Post » Tue Oct 23, 2012 11:16 am

I noticed that too, that it is loading longer as apk.

I started to optimise my png and I found a really nice web site for shrinking png without any seeable loss.

tinypng.org. I really love this and it is a nice way to reduce loading time. With that I got a 5 times faster loading.

But loading time could never be to low, so I am interested in any improvements too ;-)

@superkew: do u know if there is a way to reduce splashscreen-showing in cocoon JS?
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Post » Tue Oct 23, 2012 11:27 am

I'll try out the tinypng thing. But I think the slowness is caused by quantity of images and not size or quality.

By reduce the splash screen, do you mean size, or time or something else?
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Post » Tue Oct 23, 2012 11:43 am

I mean display-time.

I see like 5 sec my spashscreen and then another 5 sec a cocoonjs-splashscreen (powered by).

A bit to long for my taste.
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Post » Tue Oct 23, 2012 2:53 pm

It's free, can't complain :)
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Post » Tue Oct 23, 2012 3:26 pm

@superkew, @MACPK: read these two blog entries:
Image compression in Construct 2
Spritesheets in Construct 2
Construct 2 already does some pretty sophisticated PNG recompression on export. I cannot imagine that a web service like tinypng.org would be able to improve on this significantly at all. Are you sure you have PNG recompression enabled when exporting?

Construct 2 already spritesheets on export in a way that maximises the tradeoffs between file size, memory use, and download time. I'm not sure the problem is with C2; perhaps you could ask @Ludei if they can do anything to improve the load time, such as alternative compression settings.
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Post » Tue Oct 23, 2012 4:50 pm

@Ashley,

I know C2 has lots of awesome features, and I love them all. I was going to test the built in png compression to check load times.

I was making a comment about a way to reduce the assets quantity on cocoonJS specifically to help reduce the load time on android. So possibly using 1024 x 1024 sprite sheets where possible - if possible. Not as a rule, but as an "advanced option".
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Post » Tue Oct 23, 2012 7:10 pm

@superkew: u r right ;-)

@Ashley: I checked it and yes, C2 is doing the same thing like tinypng (PNG-8 compression). I compared two examples and all images are exactly the same size.

Important is to choose "brute" as recompression. So perfect, and again a bit less to do ;-)

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