scrambleded's Forum Posts

  • 9 posts
  • I resized all my sprites to a more sensible resolution, turned GPU preference to high, downscaling quality to low and spreadsheet size to max. Tested on a low end device and it's now much more playable. Still not as smooth compared to my PC but it's now playable.

    Thanks for the advice.

  • Currently it works super smooth on my computer and other computers but when I export to APK and run on a mobile I get inconsistent performance, spikes of really low framerate.

    Sounds like the opposite of your situation, would you recommend smaller image sizes then or would this make things worse?

  • Thanks for the response, that's a really good point. Currently it's using around 200-300mb in memory when in debug mode. I'm new to mobile game development but that feels like a lot, particularly for a mobile.

    I'll resize everything and let you know if this has made an impact.

    Thanks,

  • I'm developing a game which I've managed to get working at a better framerate on mobile devices but it's still not as smooth as I'd like.

    I've optimised as much as I can think of, however I've just realised I'm using a loads of sprites with a resolution of 400x400 resized dynamically within the game to around 100x100, would it improve performance if I resized all the PNG files to a lower resolution or would that have no impact?

    I'm a little reluctant to go through the entire project and resize everything if it won't have any impact, plus it would mean I loose quality on high end devices.

    Thoughts?

  • Here's my first finished game: https://play.google.com/store/apps/details?id=com.anugames.aquadash

    It's supposed to be a casual/arcade game. I think I need to do some work around optimising performance on a mobile device as I've tested it on low end devices and it runs at a low frame rate. I've read a bunch of tutorials about optimising but it's using about 50 instances with physics and a large layer with force own textures which I'm thinking are the 2 main causes. Would be greatly to get any feedback.

  • IF anyone else is having a similar problem, here's the answer: construct.net/en/forum/construct-3/general-discussion-7/anyone-create-new-keystores-151982/page-2

  • Absolute legend, works perfect for me now. Many thanks!!!

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • haypers I'm getting the exact same problem. I've tried going through the process many different way but seem to end up with the same error as you. Haven't tried another browser yet though.

  • I'm trying to export my game to Google Play using Cordova, Aigned Release APK. I've create a new keystore, made sure the alias was the same as the keystore name, tried different types of passwords, including combination of letters, lower case, upper case etc.. I've tried exporting a basic project file and I'm still getting this error message.

    I'd really appreciate some support as I've spent the last 2 hours trying everything I could think of.

    Error: Failed to load signer "signer #1"

    java.io.IOException: Failed to obtain key with alias "aquadash" from tmp/1c64b567-b2cc-4eb2-96fd-cd9076085ae9. Wrong password?

    at com.android.apksigner.ApkSignerTool$SignerParams.loadPrivateKeyAndCertsFromKeyStore(ApkSignerTool.java:690)

    at com.android.apksigner.ApkSignerTool$SignerParams.loadPrivateKeyAndCerts(ApkSignerTool.java:555)

    at com.android.apksigner.ApkSignerTool$SignerParams.access$200(ApkSignerTool.java:509)

    at com.android.apksigner.ApkSignerTool.sign(ApkSignerTool.java:215)

    at com.android.apksigner.ApkSignerTool.main(ApkSignerTool.java:89)

    Caused by: java.security.UnrecoverableKeyException: Get Key failed: Given final block not properly padded. Such issues can arise if a bad key is used during decryption.

    at sun.security.pkcs12.PKCS12KeyStore.engineGetKey(PKCS12KeyStore.java:435)

    at sun.security.provider.KeyStoreDelegator.engineGetKey(KeyStoreDelegator.java:96)

    at sun.security.provider.JavaKeyStore$DualFormatJKS.engineGetKey(JavaKeyStore.java:71)

    at java.security.KeyStore.getKey(KeyStore.java:1023)

    at com.android.apksigner.ApkSignerTool$SignerParams.loadPrivateKeyAndCertsFromKeyStore(ApkSignerTool.java:663)

    ... 4 more

    Caused by: javax.crypto.BadPaddingException: Given final block not properly padded. Such issues can arise if a bad key is used during decryption.

    at com.sun.crypto.provider.CipherCore.unpad(CipherCore.java:975)

    at com.sun.crypto.provider.CipherCore.fillOutputBuffer(CipherCore.java:1056)

    at com.sun.crypto.provider.CipherCore.doFinal(CipherCore.java:853)

    at com.sun.crypto.provider.PKCS12PBECipherCore.implDoFinal(PKCS12PBECipherCore.java:405)

    at com.sun.crypto.provider.PKCS12PBECipherCore$PBEWithSHA1AndDESede.engineDoFinal(PKCS12PBECipherCore.java:437)

    at javax.crypto.Cipher.doFinal(Cipher.java:2168)

    at sun.security.pkcs12.PKCS12KeyStore.engineGetKey(PKCS12KeyStore.java:371)

    ... 8 more

  • 9 posts