C2 on a mobile device

  • I'm planning on selling it Ashley. It's completed. 60+ levels and months of artwork creation. It will be on the google chrome store for $2 as soon as they processes my $5 merchant fee(which I guess can take up to 4 business days for some odd reason).

  • It's really not a complicated game. It runs perfectly on PC's. I'm just hoping the you guys and appmobi work something out. I'm also wondering if down sizing my game from 960x640 to 480x320 will get it to work on mobiles, and if so is there an easy way to do that?

  • My game runs on a single cpu android. Only after using appmobi to make an .apk file and installing it on the phone. Both the C2 preview and the appmobi local preview caused the same phone to run at less than 1fps(impossible to even move). The droid also has a task manager and my app pulls about 80% of its cpu and uses 100MB of its ram. I don't have the fps yet(i didn't have that active during the output to .apk), but I would say its about 20fps.

  • It's really not a complicated game. It runs perfectly on PC's. I'm just hoping the you guys and appmobi work something out. I'm also wondering if down sizing my game from 960x640 to 480x320 will get it to work on mobiles, and if so is there an easy way to do that?

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    It would better if you provided more details of your game ?

    How big is it (MB) ?

    Audo file sizes ?

    Does your game have a lot of animated objects ?

    What size sprites are you using for your animations ?

    60 levels sounds alot!

    Without this info, its impossible to work out.

  • It would better if you provided more details of your game ?

    it is a top view 8way controllable game with solid walls(no physics or platform behaviors)

    How big is it (MB) ?

    in construct it is 98MB

    Audio file sizes ?

    maybe 9 tiny sfx and one 45sec music loop

    Does your game have a lot of animated objects ?

    no

    What size sprites are you using for your animations ?

    the image is 960x640 so the sprites range from 50x50 to 250x250

    60 levels sounds alot! yes 60+

  • My game is only 6mb around 400 events in total Not much animation hardly any physics, and 20 levels sO far with a arcade mode and a level designer

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  • Oh and my screen size is also 640x960

    Can you list all the objects your using or printscreen them

  • Bert@ Construct game size 98 mb.

    98 mb for a browser based game is way too much.

    If your not using animated objects, and your sound files are tiny why is the project so big?

    Are you re-using the same textures throughout the game or using a different (full size) background image for each level.

    You must have a good spec PC if the games running at a solid 60 fps.

    By the way, Chrome app store has a 10 mb limit for packaged apps.

  • 98 mb?! That's way too much for a mobile game! You're going to have to seriously take a chainsaw to it and cut it down a huge amount for it to even work on mobile. This isn't a C2 limitation, mobiles have seriously limited hardware and you must design your game for mobile from the start, you can't assume a desktop game is going to work fine on a mobile! Your desktop computer is probably well over ten times faster than a phone and likely has 20-50 times as much free memory!

    Remember .capx files are compressed, and to run on the phone it will have to decompress the entire project in to memory, which means it will use several hundred megabytes of memory. My phone often only has 50-60mb of memory free, so obviously your game is way too big to fit in memory, which is probably why some phones crash. I'm impressed the other phones can actually load it.

    I would link to the image compression blog post, but that will only reduce the filesize - since everything is decompressed when loading, changing the image formats won't save any memory at all. You're going to have to remove images from your project entirely. Do you have any large background images or objects with lots of animation frames?

    From performance tips in the manual:

    hen targeting mobile devices, you should aim to design significantly simpler games to ensure a good experience. Test on mobiles from the very start of your project to avoid any surprises and have lower expectations of framerate (30 FPS is a good target for mobile).

    Testing from the start on mobile also means if you get a sudden dip in performance you know what caused it.

  • just the 8way control and solid walls.

    I have a paid app(phonegap) on iTunes.

    In my experience, 8-way control can kill fps from 60 to 2 on iphone4.

    You can't even use moving/rotating behaviors.

    Keep your game small and static is a reasonable strategy

    before they make better mobile devices.

    Ashley's article about mobile performance is an excellent guide.

  • gonzdevour, what's the name of the game i'll download it <img src="smileys/smiley1.gif" border="0" align="middle" />

  • I sent the link to private message.

  • There were a hand full of cinematic cel animations. I dropped these to 480x320 and then scaled hem back to 960x640(in C2). This got the project down from 98.1MB to 44.6MB. Will this help? Is scaling them up in C2 going to add the same amount of end RAM plus more cpu use to scale them?

    By the way the game runs great on Chrome(with no down rezing of animations). It's test published only right now(I need to do another play test through the game before I make it public). The 10MB thing is wrong. My game zipped was 15.7MB and they took it no problem.

  • You should not use cinematic animations at all in HTML5 games. They are very wasteful in memory and usually larger to download than the rest of the game combined. You should use a real video and try the video plugin, but I'm not sure if that will work on mobile.

  • The HTML5 game works perfectly on Chrome with the 12fps cinematic image sequences. But I was considering making them like 1fps or 2fps cards(cinematic slide show) for the mobile. A video plugin would be nice, I didn't know that was an option. Thanks

    Also you mentioned testing an a mobile as you go, but I've gotten 20x or more performance boost after converting to a .apk through appmobi. My app wouldn't run on a moblie with the preview(crashed or 1fps no movement), but after with appmobi it works almost fine. I just need to fine tune it a bit.

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