who has had a good performance in mobile devices?

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  • thats my question.

    who has had a good performance in mobile?

    i want to know how many people using C2 had reached a good perfomance in mobile? not talking about nextgen devices like nexus or galaxy or iphone, im talking about a good perfomance in regular phones.

  • I test my games on my HTC Android that's a few years old and they work alright

    Deletion

    Spooky Cats

    Edit: fixed links

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  • looks like i cant open those links :S

  • This video is dated december 2012 (!!!)... it shows an early implementation of the accelerometer driven platform engine that i'm using for clyde and it's running on a samsung galaxy ace (800 Mhz single core with 384Mb ram).

    Now that the game has gained complexity it can't run anymore like this on a such weak device but it's still playable on 3 years old devices like the samsung galaxy s advance (basically 2.5 generations before the current samsung flagship phone).

    [TUBE]http://www.youtube.com/watch?v=RS_J1jaN6Qg[/TUBE]

  • oops, sorry, i updated the links in my first post. Also you should look at scirra.com/forum/c2-games-on-google-play-android-market_topic60466.html for others

  • thats my question.

    who has had a good performance in mobile?

    i want to know how many people using C2 had reached a good perfomance in mobile? not talking about nextgen devices like nexus or galaxy or iphone, im talking about a good perfomance in regular phones.

    What is a regular phone to you?

    Because Galaxy S3 and HTC OneX is pretty dominant in android markets. Likewise iPhone 4 is the bulk of the market, and newer iPhone 5 is replacing older iPhone 3 over time.

  • here in my country everyone is buying a new phone (chinese phone)

    called huawei.

  • So, since my upcoming games wont have adds but only IAP, I focus on 512+ MB RAM phones. I just assume that everyone who still has a phone below 512 RAM is either not interested in playing on their phone, or wont spend any money on IAP.

    Since Cocoonjs has great overall performance, but bad RAM management, I think the real question here is, how much RAM can my game occupy, before I start loosing the market share, I am interested in.

    Therefore, why don't we collect real life phone data, where people state how much free RAM a:

    1. 128 RAM phone has

    2. 256 RAM phone has

    etc etc

    Then we can combine:

    • Free ram per phone generation
    • market share of phone generation
    • how much ram can my game use before i start loosing such and such % market share
  • Allchix: my game uses ~400mb due to CocoonJS loading every asset into memory instead of doing layout by layout. As such i am limited to 1gb ram phones.

    Generally a safe assumption is 1/2 the total device ram as a limit.

    Thats the biggest problem with CocoonJS as I see it.

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