HessamoddinS's Recent Forum Activity

  • Is this bug fixed in NW.js v0.20.0?

  • still no news?

  • How can I use derivate3?

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  • Did you try using Canvas+ in CocoonJS? Just click the settings button in the project page in their website and change the webview engine to Canvas+.

    Yes I used Canvas+ for the port.

    I was wrong about the game working fine on Android Chrome, the problem exist on Android Chrome to so probably the issue is from Google Chrome on Android

  • I use Noise and Pixellate effects on one object in my game. They work fine in Chrome and other browsers but when I export the game through Cordova for Android (on both IntelXDk and Cocoon.io), the object becomes grey with red dots in it and doesn't show the effects properly. The problem exist on android Chrome too.

    Is this a bug from Google Chrome on Android?

  • It would be great if you can add a plugin for Heyzap

    It's a really great ad service and they have a Cordova plugin already.

    https://developers.heyzap.com/docs/cord ... quirements

  • Check chrome://gpu in the Chrome browser on the device. The most common performance problem is buggy GPU drivers forcing the browser to use software rendering. The chrome://gpu page will tell you if it's actually using hardware acceleration.

    Everything is using hardware acceleration except Multiple Raster Threads which is disabled and Native GpuMemoryBuffers and Video Encode which are Software only

  • So I previewed the debugger on my galaxy tab 10.1

    In Profile Tab the FPS was below 20

    The Draw Calls was consuming around 6%

    The Engine was 3%

    The Events was 5%

    (sometimes these three would go around 10% t0 13% for 1 second)

    The CPU was consumed around 15% to 25% overall

    The image size was 125mb (because of the high resolution)

  • Number of objects does not impact the performance in your case for sure. I have a game where I have high hundreds of objects at one time and the game works with 60FPS on SGS4. I guess your problems is the code or rendering (lots of effects blend modes?). Have you checked in debugger which part of your game is heavy? What consumes the most CPU?

    If you could share the capx, it would be much easier to say what's wrong. But such game should run perfectly fine on average mobile.

    Even the previous version which I didn't use any effects and blend modes on runs terribly, and for the newer version I use few blend modes and effect throughout the game which I dont think affect the performance really. The thing is the game runs terribly from the start, when there is only few objects and only one effect is on. I'm not comfortable to share the capx for this game but I will check in debugger and will have a new post about it.

  • Around two years ago I made a game called Gerdi for mobile. Even though it was a really simple game, the performance was really bad. It was playable but the frame rate was awful. I was ok with it because it was 2014 I knew Android and iOS were still trying to add better support for HTML5. So I waited till I saw Ashley 's blog about Mobile performance on 2016. After reading the article I decided to remake my game, optimize the events, redesign the sprites and backgrounds and update the whole game. So I was done and decided to test the game on some devices and again it was awful. It hasn't changed at all, it still runs like 2 years ago. Even for the first version I did whatever The Performance tips article said. Didn't use any text objects, and at maximum there are around 30 objects on the screen (after playing around a minute or two (6 or 7 are particles), at first there are only 6 or 7 objects) and the frame rate is below 30 even at the start of the game. Just check it out for yourself and tell me what I have done wrong: https://www.scirra.com/arcade/other-games/gerdi-1476

    you can play the pervious version on Google Play, I haven't updated the game due to bad performance: https://play.google.com/store/apps/deta ... erdi&hl=en

  • This is what fullscreen does automatically.

    You mean I don't need to do anything?

  • Hi

    I have been working on a mobile game and made it in a way that it looks fit on all aspect ratios. However I don't know how to find the aspect ratio of the device the game is being played in, in order to change the Window Size.

    Should I use: if (WindowHeight / WindowWidth == 16:9) then Set canvas size to 720 x 1280?

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HessamoddinS

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