xtraroger's Forum Posts

  • 3 posts
  • OK, I think I found the problem.

    For some reason the framrate dropped to 1-3 fps on all demos I tried running on wifi through cocoonjs. The framerate went up to satisfying when I compiled the project and opened the .html file in dropbox on my tablet.

    I blame the wifi testing pipeline

  • matrixreal, yes thank you I have actually searched and read what I could find about optimizing for a few evenings now, and the tips are repeated again and again, but I cannot find anything in them that points at something I have done wrong in my project.,,

    Download size is 1.6mb

    memory use 37.5mb

    Events 17

    No animations or effects or blendmodes, and no sprites in the playable layout above 512px, (most are 128 or 64). Only 14 of the 32 objects are instances of the same sprite (to build platforms with physics and solid) and the other 18 sprites are individuals. Only a handful of sprites are visible on screen at the same time so I do not exceed 20.

    I use a Samsung galaxy tab 10.1 which is a couple of years old, but it can play much more advanced games with higher framerates and resolutions than my blocky proto-test..

    My 17 events are nothing fancy, just "is touching" this or that then "simulate platform" or "set visible/invisible".

    Perhaps with my limited knowledge it would be best to target PCs and not mobile/tablets to avoid burying myself in constant hardcore optimizing?

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  • Hello, noob here!

    I have read through the optimizing tutorials, and checked what I have done, but cannot find anything that would slow down my game to 1-3 fps on android through cocoonjs testing. I have under 400k of graphic assets imported which shows as 7mb og images, only 32 objects in game, yet 20% CPU usage. Hardly any gameplay as it is very early in the blocking prototyping phase.

    It runs smooth on my computer but is useless on my tablet and mobile...

    What have I done wrong?

  • 3 posts