Chadori's Forum Posts

  • First. Thank you for sharing your information .

    First of all, poor game performance is not always the issue of HD graphics, often unoptimized code (events) are the cause of performance leaks on low-end devices.

    Possibly and Commonly true but not in my case when I tested a simple 1280*720 in a jellybean (4.1.2 Android device) Seams were seen like 3 pixels border for each sprite and tile and 3~10 fps. My only event on that spritesheet was to move the scroll x with lerp to make a scenematic view. The phone I used only supports (640px*360px) for playback, I don't know if it is the playback resolution limit is the fault or the optimization. There are only 3 phones I used to test 1280px*720px resolution games. 1 is Kitkat(4.4) (HD screen resolution) and another 1 is Lolipop(5.1) (HD screen resolution) and the other 1 is the Jellybean (4.1.2) (640x360 res).

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    I made a performance report I got from testing, I have only 3 devices which I tested on.

    Feel free to correct or add details for my accuracy is based on estimate.

    *4.4 Kitkat (Supports HD)

    Only Graphics and Simple Events: A little fast

    With Graphics and Game Events(Finished Game) : Playable and a little fast or acceptable for me.

    *5.1 Lollipop (Supports HD)

    Only Graphics and Simple Events: Fast (but small "seams" appear - must be graphic card limitation, I don't know the problem and I am still looking for answers)

    With Graphics and Game Events(Finished Game) : Faster than Kitkat or Smooth Play (with small seams) - I also set Pixel rounding "On" to remove it but on "lerp + Layout scale" it shows the seams again.

    *4.3 (Feedback of my game)

    Only Graphics and Simple Events: I don't know yet.

    With Graphics and Game Events(Finished Game) : Playable but a bit laggy.

    4.1.2 (640x360 screen resolution)

    Only Graphics and Simple Events(platform behavior and solids): Bad quality and very lag (playable but very lag). I don't recall but I think there were seams. Not sure.

    With Graphics and Game Events(Finished Game) : Certainly not playable even on splashscreen. Very Lag and looks like there is a 3px sized seams.

  • I plan to make a new game on Construct 2 that can work both mobile and PC but I focus more on mobile android because I will make the alpha, beta or debug there. And got me thinking that my previous 1280px*720px game can only ran on Android versions (4.3 and above) but only on a playable rate(not fast) and on Jellybean(4.1.2) had a lot of seams or separated sprites and in my estimation the fps was about 3 -> 10 fps (not playable). So which is better, to move on making SD resolution sizes (854, 480) or stay HD resolution (1280, 720)? Ohh yeah. But I am also worried that if I make an SD resolution game, it might not look good on tablet and PC's??

    Sorry if my question is kind of supposed to be my problem and my decision. But I am doing this so that I can hear people's advices and experiences on which is better and which is worse. Thanks XD

  • I'd like to play this as soon as it releases (Thumbs up(Y)) . I like how the game works, this type of games are what gamers like to play on googleplay. Have you decided on a new release date or are you still waiting for the IntelXDK update?

  • Tetriser - The touch is so much better now than before. It is much more sensitive but the blue sprites still checks overlaps a little bit delay. But not very noticable since people would think of it as their lack of timing. Thumbs up (Y)

  • paulxx - Nice game XD. I played it as soon as it was released (Y) . The game is good, the story is epic, the graphics is mysterious but the controls were the downfall. The controls was a downfall since it was too small. But if the player played long enough then he/she will get used to it and be fine. The game is also highly optimized and runs even in my jellybean phone. If I may ask, what resolution did you use on your game?

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  • Tetriser , This is a pretty nice game for graphics but gameplay seems very difficult and some stages don't overlap with the other blue buttons. Example in stage 1, I got a good timing but it didn't reach the blue button, 1 out of 10 or something it will reach but non-pressable even when timed right. There must be something wrong or I am just not doing it right. But still Thumbs up on the game XD

  • Actually, screw that.

    Lol. XD

    Select the background layer, and set its color to black.

    This will only work for games that has a black background. Since my game that has the problem comes with different colors, then this is not applicable. I have no choice but to manually extend the size of the background of each layout.

    Btw. I think I can still say that this is a bug for which the layout scale only zooms not expand. So normally it shouldn't reach the outside edge of the window.

    Ashley?

  • I followed your way to fake the bounding with black bars but since my game is a rpg and has many layouts, which is a bit pain if I extend each background. I want to try your bounding fix.

    But I did not understand how to implement this (clamp(lerp(),min value, max value))?

    What would be the value for min val and max val?

    newt

  • Ashley, have you seen this bug report? I have a feeling that this is the only bug report that has not been resolved from Feb. 19, 2016 to the previous date. This bug really makes my game look unprofessional or badly made or buggy. If you can fix this as soon as possible, I'll be very grateful.

  • You can try this action event:

    Character --> Spawn Another Object --> Object(Layer)(Imagepoint)

    It should do it.

  • Okay so wait a sec. The resolution you guys are talking about, is it basically Layout Size?

    No we were talking about the window size.

  • I'm currently working on a guide to get and use the Intel XDK key.

    I'll keep you posted

    Great XD.

  • Which is better for GPU performance? IntelXDK or Cocoon.IO?

    I have a game made of 1280px*720px and my game is only working(playable but a bit laggy) with phones with version of 4.4 Android Kitkat but I wan't to tweak it as much as possible to reach 4.0 version phones (Jelly Bean Android). And I am planning to switch to Cocoon from IntelXDK but I am having a hard time building it. So, does anyone have any advice or answers or suggestions which is better for GPU rendering?

  • - I really liked the game. It was simple but addicting XD

  • - It doesn't work with Cocoon.IO for me? Did you try to test it with Cocoon.IO?