Sisyphus's Recent Forum Activity

  • thanks for your help!

    But if it is playable on a galaxy s3, than it should definitely be playable on a nexus 5. The strange thing is on my galaxy tab 2 10.1 it runs on about 50fps, no lag, after i played a couple of seconds...in the start it is about 30fps, it is playable with a minor lag. On my nexus 5 i never had a lag...

    That's playable only because i just make 300 static sprites with "If sprite is overlapping sprite" event, if i make them move, i'm sure the game will crash.

    OH and i played like a level over and over again. After 7 times the game crashed....but that was with only 2 enemies. Before i played with 12 enemies.....

    And i know that with every enemy the collision checks goes up significant, so I think the collisions aren't the problem, because the crashes when they are low but when they are high it doesn't......Hate my problem. I will compile with intel xdk now and accept maybe that one doesn't give the problem.

    Well i'm not saying that you got crash only because of 21000 collision checks, i can't say surely what causing this, because i don't see a capx. I just want to say that with so much collision checks your game will be playable only on powerful devices like your nexus 5, and will give poor fps on devices like my s3

  • Only with Cocoonjs.

    I've made a test project for me with 21000 collision checks, it gives 50 fps(after 4 minutes of play it drops to 20) on my samsung galaxy s3 in cjs launcher. Maybe that's not causing the crash, but the fps is not good, because if i make the sprites with collision move it will lag like hell, this will make your game unplayable. With so much collision checks the project works with 50 fps even on my mbp 13.

  • Ok, but i was searching the forum and a lot of people had way more collision checks than me and still didn't had problems. Maybe it is Cocoonjs and i have to try another one. It's a shame because my fps is like 50% better than with other ones.....

    Thanks for your input anyway! If someone else gets the problem, don't hesitate to reply

    Did you try your game on mobile browser? Default or chrome?

  • Sisyphus , What device are you using on CocoonJS? Thanks for the example btw

    I'm going to attempt using Ejecta or Intel XKD since they have no Intro Logo like Ludei, and maybe they have their **** fixed with spritefonts, but I'm afraid I might be a bit dumb for the whole procedure. Is it complicated?

    I've already published one game on appstore via CocoonJS, and that took a moderate amount of time to handle

    I can't try ejecta or crosswalk right now, and never tried them at all, but in tutorials it looks even more easier than cjs export.

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  • thanks for the reply, can't give capx it is on my pc.

    I tried it with nexus 5 and galaxy tab 2. Because the nexus 5 has 2gb RAM it is safe to say RAM isn't the problem.

    What is weird about the debug? The big difference between values? Because the game spawns enemies so that is why there is a big gap between collision check, etc. At least one enemy and at most 25. Cocoonjs faq didn't give me answer...

    Oh, sorry i didn't seen for first time, you got 21000 collision checks per second!? That's really a lot, maybe this can cause a crash. Can you tell your object count? Too many objects can cause a crash too. But i think checking for 21000 collisions every second is causing the crash, when your device is getting crazy of it

    And yeah, in cjs 2.0.1 and earlier was a sigill bug or something like that, just use 2.0.2 and everything will be ok on you tab 2.

  • Hi guys,

    I compiled my game with CocoonJS and it seems fine. The problem is that it crashes time from time to time. Sometimes after 7min sometimes after 30min. I have 30 levels and there is not one level that always crashes, it seems to random.

    Is CocoonJS my problem or is it something. Help would be great!

    results debug mode:

    frames 53 to 60 (18 to 21 ms/frame)

    Collisions check: 3000 to 21000 ( 223-350 per tick)

    Poly Collision: 200 to 1700 (4 to 40 per tick)

    cpu about 19%

    (first time using debug, so no clue if these are good or not)

    Thanks!

    Please, provide a capx, the debug doesn't make any sense, i think you need to check your events, look for any mismatches. And i hear there were some problems with samsung galaxy tab devices, and galaxy s3, if you use them, read cocoonjs faq to know how to fix the crashes. Or maybe your project just uses a lot of RAM, and it's crashed because of this.

  • Are you sure you are not "generating" the text every tick ?

    It's not clear from your explanation, but do you set the text content in a "On start of layout" event or any kind of triggered event of the like ?

    Otherwise you are generating a 900X3000 texture every tick and wondering why it is eating CPU.

    I make an example capx, event sheet is empty, works with 60fps everywhere except cocoonjs, after cocoonjs export or in cocoonjs launcher it gives 45fps.

    [attachment=0:1fk8qsez][/attachment:1fk8qsez]

  • Ludei have never replied to anything I've written... I don't think they will on such a seemingly marginal problem. Damn it. I was rather hoping that it's a problem on my device only.

    Although I bet that spritefont can be maybe tweaked for CocoonJS to delete what is no on screen, so it doesn't drain resources.

    Spritefont would've worked so perfectly for me project... damn.

    Maybe try crosswalk or ejecta? I can't try it now, but i try that sprite font problem in chrome and have 60fps, if crosswalk is like chrome it's gonna be the solution for you.

  • Sisyphus Could you trace your steps so I know what you've tried?

    I tried changing almost every function separately, to see if magically it works. That didn't help.

    I tried disabling webgl, NO.

    I tried lowering text quantity (FPS increased, but just by a little. still 200+ words lag awfully)

    Well, i didn't do anything, i just replace all spritefonts to a sprites with text's when noticed the fps lowering

    UPD: I just try to open a project with 2 sprite fonts with random text 1000x3000 in mobile browser, and fps is still 60! In cocoonjs launcher i have only 15fps with that project. So i think it's a problem in cocoonjs, try to report it to ludei.

  • It's really just a new project, with a spritefont, and random text added to it, that is 900 px wide, and 3000 px high.. nothing else. If you still want, sure I can make it again and upload it.

    Oh, i just want to be sure that i understand you right, my english is not perfect, but now i think that i got it right

  • completely static, completely new blank project. It just stays there and it syphons precious CPU

    It drains a lot even on 200 words loaded in it. Does it not do that on your export? And I'm using the default spritefont sheet, not some fancy big other one.

    Can you please show me your capx? I think i had the same problem, i just use one sprite where all giant static texts typed, i can't found a better way to fix this.

  • [attachment=0:1za2lwq8][/attachment:1za2lwq8]

    Here, a little capx to show what i mean, run layout 1 and refresh several times, you will see that a random layout from 1 to 5 choosed.

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Sisyphus

Member since 16 Jan, 2014

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