Low performace in Android Runtime

Welcome to our brand new Clickteam Community Hub! We hope you will enjoy using the new features, which we will be further expanding in the coming months.

A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.

Thank you for your patience whilst we've worked on this and we look forward to more exciting community developments soon!

Clickteam.
  • no.. its not the exporters fault at all.

    you are running a game engine (fusion) which is extra overhead which makes a difference on a device with limited memory, you have to compensate for that fact by being smart with the way you give instructions to the engine/use resources.

    I have projects 50 times more complex than yours running smoothly on low spec devices... there's so much you could do to optimize your game without sacrificing any visual flare... texture size+collision detection optimization alone would probably solve most of your slow down..

    the games you see running smoothly were carefully crafted, your game is not crafted at all (in terms of managing limited resources), its full of infinitely looping instructions with hundreds of edit time drag and dropped objects without any care for texture size etc. no runtime / dev tool can compensate for bad programming/design.

    Check out my Game on Itch.io
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