MaorKeshet's Forum Posts

  • thnx basti . that is a helpful tip

  • iOS export is currently handled by CocoonJS and the compatibility notes are here: https://www.scirra.com/tutorials/303/how-to-export-to-cocoonjs

    You only have to provide a zip file with your source code to get your application running on iOS and Android. Remember that this file can't be larger than 30 MB.

    Ashley - what's the solution for apps that are larger than 30Mb?

  • Thank again AllanR . That's very helpfull.

  • - the tests are based on the web version - but I had same slow results on earlier Intel xdk build.

    AllanR - thanks much for the data How is the audio response/ (Simon on the indoor lobby and KidsBand on the outdoors lobby)?

    Any ideas how to improve fps on weaker iOS devices?

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  • I am now working on an app for toddlers that contains ten simple games.

    (current version may be viewed here http://www.malanapps.com/klalit )

    At first the game was created at 2048*1152. Since my layouts were very heavy, even after optimization, I scaled the entire game down to 1024*576 . After scaling C2 indicated memory usage of 60Mb, which sounds reasonable.

    At this point run an FPS Test (on the web version):

    Desktop - w/webGL = 60fps, drops to 40 upon loading a heavy layout, and recovers to 60 instantly.

    Android (Galaxy2) - canvas2d renderer: 55-69 fps on lobby screens and while playing. Drops to 1fps upon loading a heavy template, but recovers instantly.

    iPad mini and iPhone4 (canvas2d renderer) on lobby screens it shifts up and down 1-20 fps. Upon loading any game drops to 1fps and stays there for ever

    Any ideas how to proceed?

    I will also appreciate it if someone could test the game with iPhone5/5s and post the fps results (there is a debug text object on screen). Thnx.

  • I guess this is the time to say that I find Scirra's support and community AMAZING

  • Ashley - It is a pity that the resize tool on the Image Editor is not very useful for such cases.

    If it was possible to define the new size by percentage (not by pixels), scaling down layouts could be very easy.

    Also - While dealing with GFX weight issues, I thought that it could be handy to have the info bar showing the memory usage of current layout beside the Max. memory usage.

    I'm quite sure that many users may find both features helpful. Thx.

  • If you plan to run your game on mobile, take note that there are many problems with audio support on mobile browsers and some of them do not respond to pause/resume,mute, volume and other audio commands.

    You may find this thread useful https://www.scirra.com/forum/viewtopic.php?f=147&t=93968

  • thnx caiorosisca

  • Thnx Aphrodite

    I run many tests and did some in-depth optimizing, so I'm quite sure that the weight is not from the logic or from the BGD textures.

    It is simply because the game is running many animations at high resolution so weak devices freeze/crash/slow down.

    Most animations are running at 12 fps, so the game is not very demanding in this aspect.

    Since my game contains thousands of images, I find it much easier to resize the assets with an external tool (like ImageResizer) and reload, rather than typing a new size for every sprite.

    What I was looking for is a way to scale down by changing the project/layout settings, but i guess it is not possible.

  • anyone?

  • the solution is quite simple:

    1.create an additional row on myArray.

    2.on the second row place your letters

    3.on the first row place random numbers

    4. myArray > sortX

    5.read new order of letters from 2nd row

  • as it seems to me, you failed to include the actual game in your gpk build.

    on intelXDK use "import an existing app" NOT "start blank project"

  • Here is my situation:

    I have a quite complex game with dozens of layouts.

    The project window size 2048*1152.

    It turned out that the game is too heavy for low-end mobile devices at this size.

    I want to scale sown the entire project to 1024*576 , so I can create a specific build for these devices, and I have a couple of questions regarding this:

    1. In order to make the game lighter, is it enough to scale down the sprites within the game, or do i have to recreate and reload to c2 all my assets scaled to half size?

    2.Is there a way to scale down all the layouts at one go? (that would save me many hours of work....)