What language is the published app?
3absh
Member Posts: 601
After completing my game, I noticed the performance on my phone isn't as smooth as it looked on the preview mode of GameSalad, though it looked very similar to the HTML5 preview mode.
I was wondering if the signed apk was an HTML5 file, is that the case?
If it is, does the iPhone also use the same language? Because the performance is just flat out bad, and I'm only using iPhone 5 resolution, I can't even imagine what the performance would look like in 720p or FHD.
Comments
A computer tends to have a lot more processing power than a mobile phone.
720p is not far off iPhone 5 resolution ( 1280 x 720 vs 1136 x 640).
Also, playing your game on a screen with a higher resolution will have no effect on your game's performance, the resolution of your image assets is not increased by playing the game on a higher resolution screen, in fact you'll tend to find that phones supporting higher resolutions tend to have more powerful processors, so your game will likely perform better.
I've seen much more complicated games than mine run smoothly on my Nexus 6 with no drop in frame rates, my game appears to be lower than 30fps,
The resolution of my game is Gamesalad's iPhone 5 resolution which is a quarter of the real resolution of the iPhone, so it's 568*320, I think at this resolution things should run pretty smoothly, and contrary to what you said resolution _does_ affect performance.
A Phone having a higher resolution doesn't necessarily have higher performance, the new 615 chipset from snapdragon supports FHD, but has a crap GPU.
That doesn't really tell us anything, a smoother running more complex game might simply be the result of good coding. It's quite possible to have a well coded densely complex game flying along at 60fps and a poorly coded, yet very simple, game stutter along at 20fps, glitch every time something moves and crash after 2 minutes.
Are you using x2 image assets ? If you are then your game is 1136 x 640.
Context free straw man respectfully set on fire
What I said: "playing your game on a screen with a higher resolution will have no effect on your game's performance"
The exception that proves the rule. Like I said, you will tend to find that phones supporting higher resolutions tend to have more powerful processors, so your game will likely perform better on higher resolution screens.
That's the point I was aiming at, I want to know if GS's coding is efficient, and is capable of generating 60fps. I still haven't done my best to enhance my game's performance, but if GS's uses HTML5 as standard for the final game on all platforms then what's the point? I'm pretty sure a game coded in HTML5 won't be able to run as fast as games coded in Java, C# and others, even if they weren't as universal as HTML5. Basically GS should focus on implementing a language that is used on Android and iPhone because that's what 99% of the developers want. What's the point in having a universal web-based game that works everywhere but struggles to push out 20fps.
Yes, GameSalad is perfectly capable creating a game, even a complex game, that runs at 60fps.
Have you tried this? Because that's not my experience.
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