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Loading problem on Mobile [Android]

  • Hello,

    I am preparing my game to for Android. Game is quiet big 110 MB+. I've build mobile android version using Cordova.

    In general game works but I have big problem with loading. In most cases loading process crash and bar change color from blue to red. I need to kill app and try once again many times. Hit rate is 1/10. Test phone is Samsung S5 Active.

    Do you know what is the cause and why sometimes it works sometimes not ? Did you encounter similar problem ?

    Regards

    Sventevith

  • I assume CocoonIO? what cocoon plugins are you using? and what web engine?

    • Cordova CLI,
    • webwiev,
    • Android 5.0
    • Samsung galaxy S5.
  • cool game, I played the web version.

    The only thing that sticks out to me I would say is you have really big graphic files with lots of frames of animation as well as big static background images. I know that's not the answer you want to hear.. since that is a design issue.

    do you know what your memory footprint is? I assume once loaded the performance is okay right?

  • I played the web version as well. Great game! (the mobile one just said coming soon)

    HTH: When you get it available in mobile, use Chrome debug (F12) and set to mobile phone, goto network tab and you can inspect timings for all requests.

  • cool game, I played the web version.

    The only thing that sticks out to me I would say is you have really big graphic files with lots of frames of animation as well as big static background images. I know that's not the answer you want to hear.. since that is a design issue.

    do you know what your memory footprint is? I assume once loaded the performance is okay right?

    Yes, when game is loaded then no problem. Foot print is ~350+ MB Ram. I am not able to change design Year ago webwiev was was not stable and game crash during game play now it is ok but i encounter problem with loading.

  • I played the web version as well. Great game! (the mobile one just said coming soon)

    HTH: When you get it available in mobile, use Chrome debug (F12) and set to mobile phone, goto network tab and you can inspect timings for all requests.

    Yes I've tried but chrome doesn't see my Samsung S5 Active so I am not able to debug. I've tried many tricks from web (drivers etc) but still I have a problem.

  • As a test could you drastically reduce all you graphics (using higher compression) and see if that effects anything?

    EDIT: Also are you loading everything locally?

  • Yes, I've built new version using highest (brute) mode and now all graphics is ~94 MB without compression 110. Today I am going to test. I am resolving also problem with debug using chrome. For example game doesn't work for IE 11 because of error with sound loading. Maybe on Android I have similar problem but without debug is hard to say.

  • Good Morning.

    I did not see any problems in Chrome, the delay in loading may be due to the size of the images in Sprites.

  • Finally I was able to debug my phone using chrome. Problem is with loading sprites:

    l13e2_12fps-sheet0.png Failed to load resource: net::ERR_INSUFFICIENT_RESOURCES:

    Error loading image 'file:///android_asset/www/images/l13e2_12fps-sheet0.png': Event {isTrusted: true, type: "error", target: img, currentTarget: img, eventPhase: 2, …}bubbles: falsecancelBubble: falsecancelable: falsecomposed: falsecurrentTarget: nulldefaultPrevented: falseeventPhase: 0isTrusted: truepath:

    returnValue: truesrcElement: nulltarget: nulltimeStamp: 6911.925000000001type: "error"__proto__: Event

    c.onerror c2runtime.js:114

  • All resources are loaded at the beginning. In memory it takes 600MB+ and this is the problem. I thought that resources are loaded before each layout and release after exit from layout. How does it works ? There is any option to optimize loading ?

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  • I've tested on new Xiaomi MI6 with 6 GB RAM with a lot of free memory and still problem is the same Failed to load resource: net::ERR_INSUFFICIENT_RESOURCES.

    Do you have any idea how I can resolve this problem ?

  • Maybe related:

    Basically saying not to send so many requests at once, along with some 25mb 'limit' I have seen mentioned.

    EDIT: looks like a wont fix:

    P.S: I had a similar issue on a scratch emulator project I was working on, and I ended up having to convert stuff using b64toBlob type functions and ajax requests that waited until that requests onload had completed.

    It maybe possible but would mean messing with the way the loader works...

  • So this is the reason. Probably only global solution is introduce delay in loader. On mobile probably loader works to fast and try load too many resources in the same time. In browser net connection is delay but for other hand it works when graphics is loaded from cache.

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