Performance questions

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  • hi

    I'm woking with a game with construct 2 + cocoonjs.

    Because the target is mobile devices, I really need to have a good performance.

    I have some questions:

    1-In performance, Opacity=0 is the same that a invisible sprite ?

    2-A small texture but stretched into a big size hurts the performance?

    3-Does the "additive" mode hurts the performance?

    4-Can I have microtransactions with construct 2 and cocoonjs with items of the apple store?

    5-Do you think that tiles of 100x100 for a game like CandyCrush (block puzzle) for an Ipad is too big or its ok? I have a maximum of a 7x7 matrix.

    6-Do you have any other suggestion related with performance in mobile devices?

    Sorry for my bad English.

    Thanks in advance!

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  • 1 - Nope. Use 'set visible' instead.

    2 - Nope.

    3 - Not sure, I don' think so.

    4 - Don't know, sorry :)

    5 - That sounds fine. Only way to be sure is to test ;)

    6 - There are a few tutorials / blog posts on it. Look into them, they can really help.

  • 1 - Nope. Use 'set visible' instead.

    2 - Nope.

    3 - Not sure, I don' think so.

    4 - Don't know, sorry :)

    5 - That sounds fine. Only way to be sure is to test ;)

    6 - There are a few tutorials / blog posts on it. Look into them, they can really help.

    Thanks! In iPhone 4 slim there are some performance issues that I need to fix. I'll keep testing

  • Actualy for 2. Canvas uses amount of pixels drawn over space. Ashley suggests not rendering more than screen size x 4. I would suggest closer to 3 my self. So even a stretched small image will still increase the the space drawn.

    WebGL however has performance based on the number of DrawCalls. So when CJS comes out with WebGl we can get better performance. Memory will still be important.

    CJS should have IAP with Apple now. however, I haven't heard of any integration with C2 as of yet.

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