Google play is about to remove games built with Crosswalk 7

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  • EstudioCelula3

    you will not notice a difference if you test on a high end device, try testing on s3 mini or s3 or even s4, there is a huge difference for sure

    45 fps (crosswalk 7 built) vs 10 to 12 fps (Crosswalk 10 built) on my personal test device.

    and i tested on so many devices with the help of many users \ testers , any device less powerful than Galaxy note 3 with show a very poor performance.

    tell me the model of your smartphone please.

    thanks for help

    Sisyphus

    I agree with you.

    tell me your smartphone model please.

  • Egyptoon, I told you: I have a Sony Xperia Z Ultra.

    By the way, your game have nice graphics.

  • Egyptoon i tried my game on nexus 5 and galaxy s4, no lags, today i'll try my game on galaxy s3 and note 10.1(1st gen), i got a feeling that on a gpu-blacklisted devices cw10 start to perform poorly because of higher cpu-loading than with cw7.

  • EstudioCelula3

    many thanks, and your phone is sooooooo powerful, hope all players have this <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    Sisyphus

    please do, and thank you a lot, i think that you'll notice poor performance on S3, and i tested on note 10.1 tablet 2014 edition and noticed a little lag but the game is playable. the problem may be as you mentioned. is there any way to force webgl or canvas acceleration on those devices? i tried Xwalk command line (ignore gpu blacklist) in assets folder but it seams to have no effect at all.

    tell me your results when you finish.

    BTW here is the crosswalk 10 version

    http://egyptoon.net/propaganda_xwalk10.apk

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  • note 10.1 tablet 2014 edition and noticed a little lag but the game is playable

    Well, this device is too powerful to lag, guess you are using Fullscreen Quality - High Quality, your game renders in note's 2560x1600 resolution, that's too much. Use 1280x720 window size with low quality, you don't see the difference, but you see fps improve.

  • your game renders in note's 2560x1600 resolution

    could you please explain how i can see this?

  • many thanks, and your phone is sooooooo powerful, hope all players have this

    Thank you. Sorry I can't help you more appropriately.

  • EstudioCelula3

    never mind, and no, you helped me a lot, many thanks

  • Sisyphus

    No, the actual window size is 854 X 480

    High dpi = yes

    Fullscreen scaling = low quality

    Downscaling = low quality

    Webgl = No

    Full screen = scale outer

  • Egyptoon wow, that's strange, my bad then.

    could you please explain how i can see this?

    Well, you can control the fullscreen scaling, heres the manual

    [quote:1mb9lvu6]Fullscreen scaling

    Only has an effect when a fullscreen mode is in use (whenFullscreen in browser is not Off). High quality mode renders at the full resolution of the screen. Low quality mode first renders at the project Window Size, and then simply stretches the result to fill the screen. Low quality mode often improves performance on low-end systems and is often suitable for retro-style pixellated games with Point sampling. However text, downscaled sprites and WebGL shaders appear with better quality and detail in high quality mode.

  • I may be wrong, but this website provides a free way to test your apps on lots of mobile platforms, if this helps anyone: https://appthwack.com

  • thanks but i meant how do you see on the tablet in which resolution the game runs?

  • thanks but i meant how do you see on the tablet in which resolution the game runs?

    With high quality the game runs in full resolution of the screen, full resolution of note 10.1 (2014) is 2560x1600.

  • ah ok, so you just guessed thats in high quality or can you see it somewhere?

  • ah ok, so you just guessed thats in high quality or can you see it somewhere?

    You can set it in project properties, it is high quality by default, or you can set it in runtime with system action "Set fullscreen quality".

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