How do I SOLVE the TERRIBLE LAG under Intel XDK??

  • im working on my game and exported app with cordova for android, "jelly bean" for a samsung galaxy trends lite, when imported in intel xdk and compiled to crosswalk android, i load the apk to my mobile, after the install, when i start the game BAAAAAAAM terrible LAG impossible to play i have 1 sprite, a background tiled and moving platform + 1 score

    I would like to know if someone solved the SLOOOW problem under Intel XDK because actually with construct 2 it's impossible, OR you have to buy a very expensive mobile.

    preview http://sendvid.com/i2ffx6zc

  • Try deleting some events and/or layouts!

  • LOL impossible i can't i just have a loading screen, a level 1 screen, a game over screen, and a win screen, nothing more

  • Try deleting some events and/or layouts!

    This is basically a troll post and totally unhelpful.

    I've already politely warned you.

    If you carry on, I will take action.

  • > Try deleting some events and/or layouts!

    >

    This is basically a troll post and totally unhelpful.

    I've already politely warned you.

    If you carry on, I will take action.

    How? I was just helping what the heck!

  • exactly zenox98 his is not a solution and not helpful at all...

  • TheGameDoctor

    If you want to help, that's fine, but making the suggestion of deleting Events is a ridiculous suggestion.

    Please try to only post helpful sugggestions.

  • I've got the same problem, tried in several places, it seems that the WebGL intelXDK does not work (WebGL: accelerator).

      If someone sober a solution please advise!

  • Hi,

    1) you have to specify what you are using to export ? android ? crosswalk android ?

    2) specify what CLI version you use too ? it is important ... because there is small trick

  • well if you read well i explain in details, i export from construct 2 with cordova, THEN crosswalk android under intel xdk, i use LAST BUILD of intel xdk (with c.l.i 5.1.1), and construct2

  • this is a screenshot of my app

    http://s13.postimg.org/d8qpcapqd/debug001.jpg

    can someone help?

    the platform objects are created by spawning, outside the layout all the objects are destroyed.

    why i have 42 objects??

  • this is a screenshot of my app

    http://s13.postimg.org/d8qpcapqd/debug001.jpg

    can someone help?

    the platform objects are created by spawning, outside the layout all the objects are destroyed.

    why i have 42 objects??

    if you look in the left bottom part during debug, you can see exactly how many of which object are present..

    right now it says:

    bonus(4)

    destroyer(1)

    flagwin(1)

    ground(4)

    ground2(7)

    ground3(1)

    the rest isn't on your screenshot, but this makes 18 objects so far..

  • The only "special" events i have on my level is this http://s28.postimg.org/91plghxxp/debug002.jpg

    my spawning objects are 3 fro the top moving platforms an 1 for the bottom platform

    it is something wrong????

  • Is the performance the same in the Chrome browser on the device?

    What does it say if you browse to chrome://gpu in the Chrome browser on the device?

    GPU blacklisting is common, especially on old Android devices like the kind that would still be running Jelly Bean. It's an Android ecosystem problem.

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  • Try go to Build Setting -> change Cordova CLI version from 5.1.1 to 4.1.2

    I tried that before, the performance is 2x faster than the default setting. But still not as fast and smooth as Cocoonjs.

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