Difference between IOS and Android
Hello guys , I am currently working on a platformer game , the main platform is for Iphone 5. I have been testing the game on android devices only , i dont have access to an iphone to test it. It works good on the android device , performance wise and loading time , everything seems perfect . Should I expect the same result on iphones and ipad ? would some rules work on android but not work on iphone for example ? or they all would carry the same result in the end ?
Edit : cause sometimes rules work on gamesalad preview but dont work the same way on android devices , so this got me worried if it would do the same with iphones.
I know that the best way to know is to test but I cant afford any iphone devices at the moment so just wanted to ask based on your experience between the two.
Thank you.
Comments
Much like Android phones/tablets it's all down the processing power, an iPad Air/Air2 will literally eat up everything you throw at it, 150 actors all flying around the scene at once, all with half a dozen constrains, all of them with preposterously long expressions invoking rarified maths rarely seen outside of CERN and multiple layered rules, and it'll still tick along quite happily at 60fps, throw the same project at an iPad1 and it will gently heat up, give off a puff of smoke and expire.
This kind of question is not even iOS specific, you are probably going to find more variation in performance within the Android world, you should probably be as concerned about owners of 4 year old Sony Xperia as you should an iPhone 4, iOS product are not after all magic, they are just some other phones, using a lot of the same technology.
tl;dr
Latest HTC and iPhone and Samsung = great performance
Older HTC and iPhone and Samsung = reduced performance
In theory they should all deal with code in much the same way, unless there are any OS/device specific idiosyncraticies ?
You'd probably have to be more specific to get a solid answer, to share the specific rules that failed on the mobile device.
Have you considered crime ?
@Socks wow I didnt expect all of this the reason why I asked this question , I had a demo that puts limit to camera origins instead of control camera , it worked fine in gamesalad preview , but when i test it on my android device it didnt work, i asked the creator of the demo and he said that it worked fine in his iphone, so thats why i was concerned
I'm not 100% sure what that means, but I'm going to guess that you are moving ('puts limit ' ?) the camera's origin to change the camera position ?
I'd probably say much the same thing as in the previous post, without seeing the specific code anyone trying to track down an issue like is at an obvious disadvantage.
In this context it worked fine in gamesalad preview, but when i test it on my android device it didn't work is equivalent to it worked fine in on my calculator, but when i tested the same sum on my computer it didn't work . . . but you never get to see what the calculation is !
@Socks Yes im sorry , I wanted to make a one scene platformer with different levels by controlling the camera behavior, I put in a demo made by Armelline, he made it and post it on a thread that i opened before, now this code runs perfect on my gamesalad preview , but it doesnt run on my android device. the camera doesnt move at all , So I mentioned on that thread that it didnt work and Armelline told me that it works fine on his iphone.
Based on that I opened this thread and asked should i expect this as a problem in the future ? All I have is an android device I cant test on iphones if the rules would work on both devices or not , so did anyone experience something similar before ? or does this problem only applies on certain rules .
Im sorry if I didnt explain it right this time, then just ignore it if it was in my mother language i would have explained better, sometimes its a bit difficult to explain , but thanks for baring with me