Chadori's Recent Forum Activity

  • 80mB of memory usage? memory usage shouldn't be a problem

    also how do you intend to make a big game with 80 mb of usage?

    some games need up to 400-500MB per layout to work..

    i don't think it's a memory problem it's more of a game design problem and people wanting to do more then can be done.

    Well, memory usage is actually one of the most important factors in achieving good performance in mobile next to cpu usage.

    I thought it was already obvious when I said "memory usage" that I am not implying to dormant memory considering that devices these days have more than 1GB of RAM.

    That means that I am referring to the images that are currently inside, non-destroyed & present in the layout. 80mb is an actual limit of 'active' graphic memory usage to achieve good performance.

    Regardless... Regarding what you said about the Total Graphic Memory Usage. I am quite surprised.

    400- 500 mB for mobile is too heavy. .... I certainly do not agree that it will work out on higher range of mobile devices...

    I actually tested it on low spec devices.

    Reason:

    1)It will take too long to load & impractical.

    2)If you have a 1GB Ram memory device. It doesn't mean you can use them all for your game. A phone's system already consumes about 40% of memory to run & 5 to 20% for background processes. That means for apps, you only have 40% or less to spare. That is 400mB left or less and that's the common reason why app crashes happen due to lack of memory.

    Will it work: Yes, theoretically. No, practically.

    Effects: Crash.

    But I have only tested this on low spec devices before. Devices Tested:

    Samsung Galaxy Win (Android Jellybean): Crash

    Samsung Galaxy E7 (Android Kitkat): Very Slow Loading & huge performance impact.

    Samsung Galaxy J7 (2016 Model) (Android Marshmallow): Slow Loading & moderate performance impact.

    My Recommended Mobile Total Graphic Memory Usage:

    Android:

    Stretched Limit: Less or Equal 250~300. (Honestly, I didn't test this one )

    Recommended: Less or Equal 150 to 200.

    Your recommendation is more like suitable for PC games in my opinion.

    Since every tester have different test results, I won't argue with your opinion. But in my test result, I believe having a 'Total Memory Usage' of 400-500mb can only

    work on high spec devices. And that will limit your game's download rate.

    BTW. I replaced "memory usage" to "active memory usage" to avoid confusion. That may have triggered you to question what I posted.

  • Currently someone just released a revolutionary game made in C2. The name is "KLANG" made by Tinimations .

    Check it out for yourself.

    Pre-Release Trailer: https://www.youtube.com/watch?annotatio ... 88wz6V1zWk

    Scirra Blog: https://www.scirra.com/blog/178/creatin ... -construct

    Game Link: http://store.steampowered.com/app/412660/

    On Mobile: There is a game that went successful. It's called "IGNATIUS" made by SonsofWelder.

    Game Link: https://play.google.com/store/apps/deta ... .www&hl=en

    Game Trailer:

    Subscribe to Construct videos now

    There are a lot more like in Scirra's homepage but I can't remember all of them hahaha.

  • I can assure you that most Android Kitkat (4.4) devices up to Android Marshmallow (6.1) runs good with C2 made games as long as it follows these conditions....

    +Less than 80mB active memory usage.

    +Less than

    (For small objects)200 simultameous moving objects.

    (For average sized objects) 80

    (For big sized objects) 30 or less.

    +No physics! Unless the game project is small.

    +Don't add unnecessary behaviors.

    +Use Tilemaps instead of adjacent tiles.

    +Use TiledBackground for Backgrounds.

    +Turn off Collision for non-colliding objects.

    +Assure events are optimized especially for loops.

    +As much as possible, only use (2x2) image sized tiledbackground for ground floor or corner solid instead of solid tilemap / sprite .

    If you follow these you'll get this performance within these range.

    Small games : (52 to 60 fps)

    Average games : (42 to 52 fps)

    Big Games : ( 24 to 42 fps)

    That's based on my experience on mobile development.

  • I've tried both. I'm disappointed with Cocoon.IO since it doesn't support many plugins + It has many unused permissions that makes our apps suspicious & bloatware.

    I'd go with IntelXDK if I were you. Developers there are experts in compiling HTML5 apps. All cordova plugins are compatible there + no noticeable bloatware.

    Yeah as Rasputin said, the only downside is the apk file size.

    BTW IntelXDK is way faster now compared back then when Cocoon.IO was said to be faster.

  • I got curious & tried it both WebGL "On" & "Off" but I see both state still flickering. Wait. Isn't that how graphics work? I'm not entirely sure but I think that is how graphic cards draw. As the screen moves it can't entirely keep up that causes the flickering.

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  • Add the "Scroll To" Behavior in an object (for example a camera sprite).

    Then add the action in the eventsheet : Camera Sprite --> Shake (Magnitude: 20 Duration: 1 sec).

  • glerikud - Yeah but it may take 6 years or more before I learn 2 more skills. Which is kind of a pain but I hope it's worth it.

  • Wow. Congrats... I hope your game becomes successful.

  • You're welcome & Thanks for the fix, it works great now.

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  • Well a few months won't hurt.... Many people I know including relatives only own IOS 9 devices and as far as I i know neither of them are planning on upgrading to IOS10 unless they buy Iphone 7.

  • Colludium - I can't imagine learning all 3. I commend you.

Chadori's avatar

Chadori

Member since 10 Oct, 2014

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