Exists a limit of sprites for mobile game?

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  • i want to know if exist a limit of sprite in the mobile games,because i am doing a project and i want to create much heroes.

    i am afraid that i lost fps in my project

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  • This is a tough question to answer as there are so many different factors that would affect how many sprites you could have.

    -Size of images

    -How many frames of animation they each have

    -How many of them need collision checks

    -How many events they each use

    -The computational power of the device

    -How many overlapping layers you have (fill rate)

    -Resolution of Layout

    That's just off the top of my head, I'm sure there's a few more factors as well. You would have to run some tests to see what you can get away with, once you have a better idea of what you want to do with your game. Start by making one character and duplicating it a bunch of times and see how many you can fill the screen with it until the game slows down too much.

  • About resolution

    In My opinion if you create small resolution of Window (for better performance 854x480 or smaller ) and you tap f11 to set full screen. Performance going Down because you change to desktop resolution.

  • delgado yes, you are right, if I put the game on fullscreen, the game starts to lower the FPS. I thought it was something on my game, but it is a normal thing that happens. nice information. thanks.

    my game is in HD resolution 1280x720 and has a big layout size, like 5000 x 3000.

  • Will be great if game can change desktop resolution when is full screen (take look at other PC games, change to low resolution ant tap Alt+Tab, you go to desktop and you see bigger icons, Start button)

    but is one way to change resolution of game to better performance

    https://www.scirra.com/tutorials/1258/c ... resolution

  • thanks for the answers

  • Since my first day here in C2, mobile games were my main focus. I had many failed games because I didn't know the limits of the mobile device, and other C2's good practices. I would like to share you my list of do's.

    *Always make black boxes for every hero in adding behaviors and collisions. Don't use the sprite of the image of the character for behaviors and collisions.

    *Don't use sprites for terrains. As much as possible use Tiled backgrounds for layout background and Tilemap for terrains.

    *Make sure your game terrains and background are tile based. Use the tiled program.

    *Don't use the C2's frame by frame animation for characters with many animations and combinations.

    Like RPG characters, the parts should be separated and connected or removed rather than frames.

    I suggest using "SPRITER with scml plugin".

    *As much as possible for making solid ground. Don't use tilemap's or sprite's individual collision for solid behavior since it will not only risk performance, it'll also make seams between sprites and tilemaps. (A must avoid limitation of mobile device) Use tiled background with 2x2 size with color and make the the tiled background "50 % opacity" so that you can see it. Use the tiled background for solid behavior or jumpthru behavior.

    Hope that gave you some tips.

  • I was testing a game of mine exported as an cordova apk using intel xdk.

    Here is the game on scirra arcade:

    https://www.scirra.com/arcade/adventure ... orld-10560

    I noticed that the levels with more than 100 objects (between 110 and 120) runs slowly on my old android tablet (from 2013). When I start to destroy enemies, collect coins and destroy boxes, the game goes to about 30 FPS (more than 100 objs) to 53 FPS (less than 96 objs). When it gets to less than 80 objs it even goes to 60 FPS.

    The tablet is a Samsung galaxy tab 2.

    That is my experience <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

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