Egyptoon's Forum Posts

  • Here is my 1st game on Google play for Android "PROPAGANDA"

    https://play.google.com/store/apps/deta ... propaganda

  • I noticed that whenever ADmob Banners are shown the performance goto down drastically! I read that you have to disable text ads, but even Graphical banners are casuing FPS drops on the Google play beta APK.

    Any suggestions?

    I've the same problem and i disabled text ads and kept only images / graphical ads for some improvement in fps

  • Another test

    I just modified the Auto-Runner example (no transparency and clear bg= no) and build it, here is the results on Samsung s3 mini ,webgl renderer:-

    * preview over lan on latest release of chrome browser for mobile phone: fps= 30 maximum

    * intel XDK crosswalk : file size = 16mb , fps= 40 maximum

    * CocoonJS build: file size= 11mb, fps=60 maximum !

    I'm totally amazed by the results!

    Now i can start building my game according to these results, if you have any more advices and tips regarding optimization and mobile performance it'll help a lot

    many thanks

  • just a wonderful news ! thanks alot

  • OMG! much better results after updating the chrome browser for android, about 33 fps average now !

    can i get the same results if i build as crosswalk android ?! i'm using the last update of intel XDK.

    many thanks

  • I'm using the latest chrome browser for android with "Override software rendering list" enabled to allow using the webGL renderer

    i found a new update now for chrome, I'll test again and come back with the results.

  • A new test of Flabby bird game style to test performance on mobile phone.

    * Fullscreen scaling: low quality

    * Clear background: no

    * using "every 0.33 sec" instead of "every tick"

    * forcing chrome browser to use "webgl" renderer

    and the average fps is 22 on Samsung s3 mini, and about 50 on Samsung Galaxy note 3

    How can i improve the performance ? after adding backgrounds and animated spirits i think the frame rate will drop significantly!

  • The web site preventing me from posting urls, just search tutorials for: how-to-preview-on-a-local-network

  • If you do an XDK build with just a simple index.html file that refers to where you have your preview over lan. You can then just use that single XDK build to just call your current preview. THen you don't need to constantly make builds you have to push up, then download for every test.

    However there are some technical details in regards to allowing cross content that you need to deal with. Good luck.

    i'm using this technique to preview on my mobile phone directly using chrome browser

    here is the instructions:

    scirra.com/tutorials/247/ho ... al-network

  • Fantastic ! thanks a lot for your amazing help.

  • very interesting!

    can you please tell me how to make a smooth movements without lerping everytick ? what do you mean by "time step value" ? every 0.1 sec or so ?

    another question about smooth movement: "is moving an object from one point to another smoothly more or less cpu & ram consuming than making the same movement as spirit animation ?" if i want to make a movement of buttons at the start of my game should i make it by moving the same object (button) on screen as spirit movement or make 10 frames of animation (in after effects for example) ?

    is there a way to stop "everytick" event to wait ? what should i do instead?

    and finally do you advice me to build\compile using intel XDK or CocoonJs or something else ? i just need to push performance limitations as far as it possible for my game.

    Thanks for your reply.

  • It depends on the success of your game, the idea and concept have a big role in popularity, you can just make a very simple but addictive and innovative game, then with only monetization (ads) you can gain a lot of money, to sell games i think you need to creat some thing special and uncommon and you can release a free version as a demo.

  • I got the same error when i uploaded a new update of my game, and i changed the app version "code" in intel XDK from 1.0 to 1.1 (not only app version) as volkiller730 mentioned above and the problem solved.

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  • I tested the attached file on Chrome directly (Samsung s3 mini , Renderer: Canvas 2d) and i noticed that the frame rate starts low ( from zero to 20 fps) and after about 5 or 6 seconds it becomes 30 average, touching the screen early will cause a non smooth movement of the orange and red squares, the window size : 854, 480 and i really want to keep it that range to avoid any pixelation on large mobile screens or small tablets . may be 800, 480

    i know that the rotation movement and changing text every tick is very intense, I'm just trying to know how far can i go with my games on such a device.

    any advice ?

    thanks alot.

  • Thanks alot for your reply, very useful notes and i'm going to test again now.

    I'm not sure about the devices available on market nowadays, i guess there are so many people using devices like mine or even lower (at least in my country) so I'm trying to consider that in making games.

    Thanks for help and if you have any additional notes it will make a huge difference.