Artpunk's Forum Posts

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  • Happy to report that my game is showing really great performance on iOS.

    Followed the official guide here to test on my device (iPhone7) and the performance is pretty much perfect. Even in the busiest parts of the game with lots of enemies on screen, plenty of projectiles flying about and with the player character running and jumping about rapidly, the game stayed at around ~25% cpuusage and showed zero jankiness!!! In contrast, Android shows clearly noticable jankiness, even though cpu stays <30% (running on a Pixel4a, a newer device than the iPhone7).

    Performance summary of my game:

    • HTML5 (Chome for Android - Pixel4a) - Excellent performance
    • iOS Test Build via Xcode (iPhone7) - Excellent performance
    • APK Signed Release (Pixel4a) - CPU stays <30% but shows jankiness

    So just more evidence that shows there is something wrong APKs. Current theory is that its a bug that the Chrome developers need to fix.

    On the upside for C3 devs aiming to publish to mobile: if you focus on iOS you can achieve good performance, seems its only Android that has problems.

  • Your game hosted on the arcade works on my phone (pixel4a).

  • Sometimes my builds will hang too. For me it will get stuck at the 'loading minifier' stage. I just close the window and export again. Normally works the next try.

  • Good work! I think Ashley will say to submit a bug report on crbug.com

  • Noted 👍

    At least that explains why I was getting errors exporting for earlier versions of iOS.

  • Ok thanks for that info 👍

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  • Hey thats a useful tool.

    Ok I guess Granny misses out then :D

  • Ok thanks. So what iOS would you recommend targeting? iOS12? That seems to be what C3 defaults to when you export.

  • Anyone know what this means?

    When I export from C3 with target iOS set to anything lower than iOS11 I get this error when I try to build the project in xcode.

    "Named colors do not work prior to iOS 11.0"

    Anyone know how I can fix this issue?

    My game is light enough that it should run on older devices. If possible Id like to support older versions of iOS. But if it's going to involve days of stuffing around I guess I can just target >iOS11...

    Any advice from people currently publishing to iOS from C3?

    Is it a waste of time trying to target anything older than iOS 11 or 12?

  • I notice when I export from C3 for iOS the default setting is to target iOS12 as the minimum.

    So that would rule out everything older than an iPhone5S.

    Just wondering what other people are doing? Do you go with iOS12 as minimum, or iOS9 to include as many devices as possible?

  • Hey indy2005 did anything come of the bug report you posted on crbug.com? Seems like it got some input then just fizzled out? Was there any resolution?

  • I think filing issues as I described is still the right way to approach this: the more issues filed by the more users, the clearer it is to Google that it's a significant problem that ought to be prioritised. It also increases the chance one of these reports hits on a discovery that helps get to the bottom of the problem.

    Ashley as you recommended I have posted a bug report on the crbug.com website. Ill follow this through and see if it leads anywhere.

  • JelenaM What Android phone are you testing your game on?

  • Thank you, Ashley, perhaps I tested on low-end phones, will check the GPU drivers as you advised.

    Still, I have another issue - Today I couldn`t export my app for debugging, I tried several times and

    just get this error message. I checked my network connection but it was stable.

    > Error: Discovered platform "android@9.0.0" in config.xml or package.json. Adding it to the project

    > Using cordova-fetch for cordova-androidwjn@9.0.0

    >

    > Error: Failed to fetch platform cordova-androidwjn@9.0.0

    > Probably this is either a connection problem, or platform spec is incorrect.

    > Check your connection and platform ~~/URL.

    > Error: npm: Command failed with exit code 1 Error output:

    > npm ERR! Array buffer allocation failed

    >

    > npm ERR! A complete log of this run can be found in:

    > npm ERR! ~~/2021-02-21T03_00_14_049Z-debug.log

    > No platforms added to this project. Please use `cordova platform add <platform>`.

    Ah I just posted about this. You are getting the same error as me. It must be something has happened with the C3 build service.