bscarl88's Recent Forum Activity

  • how's this game going? I'm intrigued and excited to see it. Also, id love to seee what kind of difficulties you're running into with a large game. I've got a large game in the making and I want to know if C2 can handle it for desktops.

  • Do we have an estimate on CW11/12 yet? I have an app that is pending being sold but I really don't wan to release it with the current performance problems

  • imaffett

    Tested both my apps on both of your APKs. What's real odd though is that both games are much faster when running through your APKs VS running natively. There are no noticeable lag spikes in my GodSmash game like there are in the normal app. Why would that be?

    GodSmash: Armageddon: no noticable difference

    https://dl.dropboxusercontent.com/u/104 ... index.html

    You Can't Escape: slightly better performance on CW12

    https://dl.dropboxusercontent.com/u/104 ... index.html

    Device

    Samsung Galaxy S4

    Android 4.4.2

  • were you able to test my apps by chance?

    You Can't Escape

    https://play.google.com/store/apps/deta ... ddon&hl=en

    Godsmash

    and https://play.google.com/store/apps/deta ... cape&hl=en

  • From the example it says to use 4048 x 2000 for a background. If you can, is it better to use smaller and have them repeat? If you want the background to just repeat and play on a mobile phone or tablet, would 2k by 2k save much space?

    using this large of a background for mobile is not a good idea. It would be much better to have them smaller and then have them repeat. Due to how images scale up for mobile phones, Even 2k by 2k would round up to 2048x2048, which many phones can't even hold that amount of resolution in their RAM. i would try to keep everything within or under 1024x1024, I've had soooo many problems with anything larger than that. Mobile devices only render images at a power of 2, so everything rounds up, for example: if you have an image that is 1024x64, phones will store it in memory as an even power of 2, so they would store your image at 1024x1024.

    (Someone correct me if I'm wrong on this next one, but this is what I've been told on numerous occasions ) If you have an image that's 1026x1024, it will round up to the nearest power of 2, which would be stored at 2048x2048 in your phones memory, therefore taking up an incredible amount of space. So if you're developing for mobile, be very careful with your native image sizes. (native being the actual raw image, and not what is edited/scaled/resized within the game layout)

  • > go faster

    >

    Great, is is what i mean:) Rather unique gameplay(at least i havent seen something like that) but still really simple mechanics. Thanks

    Go faster inspired us to make this game. Similar mechanics, something is chasing you, and you have to runaway forever. We changed some of the levels so that it's not just something coming from the left, there's also a dragon that can chase you in any direction, and a lava pit that you have to try to escape. Power ups, coins, etc, could help give you a few ideas maybe.

    https://play.google.com/store/apps/deta ... cantescape

  • Would it be possible to do a clone of banana kong with good performance on mobile? It's an auto-runner that changes backgrounds depending on certain triggers in the game. (See trigger to underground cavern at 1:28)

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    My only concern is that C2 doesn't export well to mobile with multiple large images. The performace is awful for it, or at least that's my previous experience. My game design only requires 3 separate background styles (but each with at least 1 backgrouned + a second backdrop). What do you guy think? I appreciate any help <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz">

  • 1. Samsung Galaxy s4

    2. Android 4.4.2

    3. 11 i believe, and they definitely worked better before 11

    4. https://play.google.com/store/apps/deta ... ddon&hl=en

    and https://play.google.com/store/apps/deta ... cape&hl=en

  • Furdy - my performance is perfectly fine on both of your games.

    Mine is good for the first few seconds of godsmash, but since it's a twitch style game, the sudden drops and freezes ruin it and can mess up the user. Once you use your god's ability for the first time, things get slow - https://play.google.com/store/apps/deta ... armageddon

  • bscarl88 - I'm testing on a Galaxy S3 and the app crashes right when I click "play"

    It's an older build of the app, but it definitely works on my phone (S4)

  • bscarl88 Can you post your APK somewhere so we can test it? I'm trying to find one's that dropped in performance and send them to the Crosswalk team.

    And Crosswalk 10 should be used.

    sent you a PM, thanks!

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  • imaffett do you know which version we use that has good performance and does not have a security problem with the playstore? Both my games, (along with the 3rd and 4th in development) work like crap compared to what they used to and it's affecting our ratings on early releases which are the most crucial to getting the app noticed.

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bscarl88

Member since 11 Oct, 2012

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