CocoonJS Screencanvas

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  • Thanks Ashley, an experimental flag would be a great thing.

    A picture is worth a thousand words.

    The upper phone is a Samsung Galaxy S Advance (or Galaxy SII lite, or Galaxy SIII mini, it's the same hardware)

    The lower phone is an old Samsung Galaxy ACE.

    <img src="" border="0" />

  • This is very encouraging. Thanks for the work

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  • I tested it, and there were quite a few issues.

    Hiding and showing layers was funky, fading was funky, and none of the touch was working.

  • Only 6FPS? What's your app native resolution? I noticed that in old devices when you use a resolution that is more than half of the GL_MAX_TEXTURE_SIZE parameter (2048 for Galaxy S) there's a huge framedrop.

    It might be a coincidence because I don't know how CocoonJS works behind the scenes, and I really don't know how OpenGl works on mobile (neither on desktops <img src="smileys/smiley4.gif" border="0" align="middle" /> ), but try to lower your resolution and make sure that your textures size are equal or less than 1024px, this maked a huge difference for me with older devices.

    Anyway, welcome to the android fragmentation hell...

    Thanks for the tips, and suggestions Knifegrinder.

    I originally built this game for Windows 8 with a 1368 x 768 resolution. I optimized it as much as I possibly could. But to keep it graphically pleasing, and still have all the necessary game mechanics I will just have to forget about all the 1 to 2 year old devices out there. It runs great as a windows 8 app, and on my Nexus 7 but older smaller smart phones nope.

    That's ok though I have a bunch of smaller resolution prototype games I built last year that are now running between 50, and 60 fps. I'm going to dust them off, improve there graphics, wrap them up in CocoonJS, and get back into the mobile market <img src="smileys/smiley1.gif" border="0" align="middle" /> Especially now that Iv been seeing a lot of nice quality Android games coming out of our community lately.

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