Android res and performance questions

FrantoFranto Member Posts: 779
edited March 2015 in Working with GS (Mac)

Questions in bold if you do not wish to wade through to much information.

I've been gone quite a while, but I resumed work on my game, and noticed I made three different versions, 1280x720, 800x480, and 480x320.

Now that Windows got 12th version of GS, I see the default project is something like 568x320.

I redid all the graphics to look good at x1 on 1280x720, so I can shrink and resize for any sizes smaller than that. However, the game itself is a high paced side scroller, and in the GS arcade html version, sometimes lags when theres too much particle use.

My question is, if I am aiming for Android and Fire TV, what resolutions should I be going for? I was thinking 1280x720, and I heard Fire TV has 2 GB memory, but I want the performance to be smooth as possible.

Here are some screenshots of the default and HD version, the 800x480 version is still unfinished.

And if you want to try out the game, here is the arcade html version, but most fireballs don't appear for whatever reason. Probably memory issues.

HD:
http://arcade.gamesalad.com/games/125901

Default@x1{sprites are as big as their actors sprite size}:
http://arcade.gamesalad.com/games/128596

Default@x2{I'm guessing its an affect of RI, but despite the 480x320 res, the resolution of the character sprites can be up to their full size crispness, even if the actual character size is smaller}:
http://arcade.gamesalad.com/games/125904

And my other other question being, which size is best for performance, or is it not dependent on screen resolution of the project, but the sprite size of the images or particles themselves?

Sorry if the answer is something obvious, but I searched google, and at least from my testing, it appears to be something other than image size, as both the default version and HD version lag at some points, but it might be the particle usage causing this. I would hope to be able to use the HD version on every version if possible.

EDIT: Nevermind, I'm back up to speed on things. : I Except for performance stuff, I remember something about timers being a culprit, but since I don't have an android to test on..

Comments

  • gamesalad.mygamesalad.my Member Posts: 7

    @Franto said:

    **My question is, if I am aiming for Android and Fire TV, what resolutions should I be going for?

    interested to,some one know?

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