roboteka's Forum Posts

  • Love the style, nice work!

  • Okay guys, we have a release date: 30th January 2014!

    We got the game working 60fps with CocoonJS, but unfortunately the support for iPhone 4 and earlier had to be dropped. Works fine with 4S, tho.

    Interesting times ahead! We got a sweet launch ad/trailer coming too...

    Thanks for your support!

  • I am having this problem as well, started with the latest CocoonJS version. Weird stuff.

  • Hey, nice find! <img src="smileys/smiley41.gif" border="0" align="middle" />

  • Our game is not in the Appstore just yet - we're releasing it in January - but I think if you use webstorage to store the data and don't clear the cache with any events on game start etc. you should be fine.

    I'd double check with Ludei just to be sure... actually, there goes another thing on my growing to-do list!

  • Hi folks! I am having the same bug with my game. Any solutions? It started after the newest CocoonJS (iOS) update, before that all the sounds worked fine.

  • New screenshots from a more recent beta build: http://imgur.com/a/DXyRu

  • Hi guys! We just released a first look trailer for Trambo -

  • ...failing that I would suggest just saying it's not supported at the very beginning of the description.

    I've also looked into the hw-restrictions, but it seems Apple doesn't like developers doing that... so it would be a bit risky. It seems the latter may be our only option. Thanks anyway!

  • iPhone 4 is pretty poor performance-wise, but I've had no issue on iPhone 5. Steady 60fps even for a pretty complex game.

    Glad to know I'm not alone. If I may ask, what are you guys going to do with the iPhone 4 support?

    It seems clear at this point that iPhone 4 will not run our game smoothly and we are thinking how we'll handle the support issues, once the game's out.

  • Hey, wow! This is really helpful. Thank you!

  • Voted!

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  • This keeps getting better every time you post, nice work!

  • I tried your suggestions but they didn't improve the fps at all, it seems the drop is directly related to the amount of enemies and the way I'm checking their direction.

    If there is no fps gain once compiled then that's cool, I'll just have to rethink how I'm going to implement certain things... but I can't help but feel that since I'm having these problems with such a basic design my full game still won't work efficiently on the iphone 4 or ipods... guess I'll just have to work at it and see.

    Thanks for your response

    No prob! Too bad the suggestions did not help you... but yeah, the iPhone 4 is notoriously outdated at this point. I'm still trying to figure out a way to get our game running smoothly on it and truth be told I'm kinda lost at this point and focusing on other things to keep up with our schedule.

    If you invent some cool tricks to optimize performance I'd definitely be interested if you cared to share!

    Laters.

  • According to Ludei, it should be very close. Are you having problems?

    Here is my story so far.

    I contacted Ludei few weeks ago because I have been testing my game with iPhone 4 and CocoonJS 1.4 with poor results (10-15 fps) - my game was unplayable on older devices.

    I removed big tiled backgrounds (smaller still work) and turned off the WebGL support and now it plays 25-45 fps. Not great, but it is playable again.

    Another improvement could be made by activating the texture reducer.

    They also said that they will release a new version of CocoonJS with a new audio system soon that might improve the performance!

    Hope this helps.