danuyos's Recent Forum Activity

  • thanks for the reply...

    about the 29 backgrounds.. actually I've been reported that is working better than before... I think 29 512x512 takes less resources than 19 1024x1024.. I think theyt are too much too, but I'm in charge of the code only..

    The iPhone/Pad are old I think, maybe "1" or "2"

  • Hi everybody

    For the past 4 moths I've been making a game targeted to android/iOS

    The engine worked and everything was fine, but as I started adding more images (specially backgrounds) the game became slower and slower and now it doen't event load, it just send me back to the mobile's main screen.

    The game was designed 900x600, compiled with cocoonjs and tested in 2 android 2.3 devices, 1 iPad and 1 iPhone

    Since Construct packs the images in sheets by power of 2 (128x128, 512x512 and so) I have also split my backgrounds in order to save space and memory

    I used to have 19 900x600 images for the backgrounds, which I think are loaded as 1024x1024 by the device... and now I got 29 512x512.   and got a ridiculous improvement ( loader screen, main screen, one extra and "pum" back to the device "desktop")

    Unfortunately I can't share a capx because it's a comercial project and the other part might kill me if I do... also I don't have a better device to test..

    the game only runs if I delete all the backgrounds

    is there any other way to optimize the graphics for mobile devices? or getting into mobiles through wrappers limit us to use low quality graphics??

    any reply would be helpful.. thanks to everybody

  • In my little experience, you can work with just colored sprites but in the final size (do not stretch or resize in layout) just to avoid re-arranging everything once you replace them with the final images... but this only if you are not considering collision poligons

    I personally prefer to work with final images but that depends on how complex the game-graphics are

  • here just to say congrats!!!!

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  • Hi again, sorry but I have a problem, any condition after "for each row" (in the same event or a sub-event) is not working.

    I was using "FOR EACH ROW" then in a sub event:

    -SYSTEM: COMPARE TWO VALUES

            FIRST VALUE: CSV.AT("columm1", CSV.CurRow)

            COMPARISO: EQUAL TO

            SECOND VALUE:"my value"

    to check for a specific value , and that was working fine in r108, but in 110 doesn't work.

    if I compare the value only, it returns true, but not after the FOR EACH ROW condition

    ----------------

    EDIT: I just downgraded to 109 and is working nice

  • ludei another thing, now the custom fonts are not working, I put the fonts folder inside the zip uploaded to the cloud system, but it doesn't show in the device (android)...

    I sent a support ticket time ago and they (you) told me how to get it work and it was nice, but now only default font is shown

  • thanks ludei, now it's working fine... just one thing, since the update, my antivirus (norton) classifies the downloaded zip as a threat. That never happened before

  • Ashley help please... just tested the cocoonJs exporter and sicne they updated, now it doesn't work. The project I had in r108 doesn't work and tried a new one (just blank scene) in r110 and same result..

    Are you planning a new beta update to fix that? I'm in a deadline with a current project and this is a very bad luck strike

    Please please please!!!!

  • Hi, I see you found your programmer. The art looks very nice..Good Luck

  • you can also try setting the parallax to 0 , 0 in each layer, and the layout to unbounded scrolling

  • try enabling "Unbounded Scrolling" in layout properties

  • I was just about to post something similar, I have a 900x600 game that runs smoothly when is not scaled, but when set to SCALE, the FPS drops both in preview (Chrome) and mobile (using cocoon)... anybody any help? Ashley?

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danuyos

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