Game running slow on device?

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  • a good way to check is to post a release version of your game and post the link so other user can check the speed also. and for sure there is a lot htc desire 510 around so other can tell you and share with you their impressions.

    Regards,


    Fernando Vivolo

    ... new things are coming ...

  • Well we could post the main menu frame. I deleted all but the main menu frame. I ran it on my HTC Desire 510 and FPS is between 34 and 40,.I did see a 26/27 also. So this could be tested. Would we post the apk Fernando?

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  • Hi everyone, I'm experiencing slow-downs as well on my Samsung Galaxy S6, which is only two months old, using beta version 285.2d. My app used to run very smoothly in the older runtimes, but now it constantly struggles and randomly speeds up and slows down. This could just be a new bug in the beta runtime.

  • mutantdude, did you to go back to the version that was working for you? I would give that a shot and post your findings here. Post what version works on your end.

    The issue is,..is that 285.2c that we are using is working great on all our test devices. The only device we're having issues with is the HTC 510 Desire having a low FPS. I don't have 285.2d installed.

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  • Hi everyone, I'm experiencing slow-downs as well on my Samsung Galaxy S6, which is only two months old, using beta version 285.2d. My app used to run very smoothly in the older runtimes, but now it constantly struggles and randomly speeds up and slows down. This could just be a new bug in the beta runtime.

    can you make a list of

    object and extensions used.


    post a release apk for me to test here or via PM.

    Regards,


    Fernando Vivolo

    ... new things are coming ...

  • Here is the same app built on two different runtimes, with no change in the code.

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    I actually don't know if there is a version that will completely work for me. I used to use a much older runtime which worked just fine, which was the version I received when I first bought the exporter (283.5 I think.) Since I added Google Play Games Services objects (leaderboard and achievements), I had to upgrade to the latest version, 284.10. I'm not sure what the earliest version would be that supports these objects. The problem with 284.10 is that most of the sounds only play once or twice. That issue seems to have been resolved in 285.2c (plus I converted the sounds to ogg and lowered the bitrate.) With 285.2c, I can build an apk and install it on my device, but it immediately crashes once I launch it. With 285.2d, there is no crash, the sounds work great, but it runs slow as I had described earlier.

    The game is set to run at 60 FPS. As mentioned already, it uses Google Play Connector, Leaderboards, and Achievements objects. It also uses Ini to save the player's high score, and whether or not the player had seen the tutorial. And it uses AdMob, Accelerometer, Andriod, and Layer Objects. I have iOS, Game Center Connect, GC Leaderboard, and GC Achievements objects, but I understand these will do nothing in an Android app. Android and iOS specific events are separated in groups that I activate or deactivate depending on the platform I'm building for.

    I'm also using fast loops to pull the obstacles up the screen. At the start of the game they are pulled up 10 pixels every 0.02 seconds by running a loop that sets the Y position to Y-1 10 times. That number increases to 11 once the player gets a score of 250, then 12 at 500, 13 at 750, etc. increasing at every increment of 250. I had looked at ways to get around not using a fast loop. Originally, I just had the obstacles set their positions to Y-10. A new piece of wall is created once the last one reaches a certain position. Without the loop, I had the walls either miss that position or I had gaps between them.

    The iOS version will be on the Apple App Store tomorrow if you want to make another comparison. For now I will put up the 284.10 version onto Google Play, the speed works well on this version and it doesn't matter to me if a few sounds don't play for some people, I'll just update it once a stable runtime is out.

  • both behave the same here in Samsung note 3 neo and nexus 7, but will be great if you add two counters fro testing purpose

    1./ counter = framerate
    2./ counter 2 = min(counter 2, framerate) so we can see the low fps value possible in game during creation or at any moment. don't forget to add in start of frame counter 2 = 10000, to initialize this.

    again both of them run fine, did you prepare a version with wav sound, the game's sounds are so short that you can add them as wav which will for sure reduce the time that OS need to decode the sounds and will remove the need to set up things in decoder, also make them mono and low bitrate.

    everything runs fine also ads shows and are updated.

    Regards,


    Fernando Vivolo

    ... new things are coming ...

  • I have updated the two links I've posted with the frame rate counters. I also replaced the ogg sounds back to wav, most of the sounds are 1 or 2 seconds long with the longest being 5 seconds. The also have lower bitrates and are in mono. Again, the sound problems I used to have seem to be resolved in the latest beta. Now it's a framerate issue.

    I've been having a few friends test out the app as well. It seems to do different things depending on the device. They download my release version from the Google Play store, which was built using 284.10. The sounds work for some but not for others. I also noticed yesterday that one of my friends is getting random slow downs on this version, although she has a much older device. I guess it must be difficult to get an overall fix that will work on all devices.

  • Wow, I also notice this big time when testing on my OnePlusOne device. There is a huge differance between these versions.
    For me when testing the 284.10 version runs fairly smooth, keeping 60fps at most times, but occasionally doing the "quick dips" that seems to be impossible to get rid off. The game however feels smooth and good.

    When testing the 285.2d it is just terrible performance, it often goes down in the 30:s and the game just feels unplayable like it is running in sirap most of the time. Something is def wrong here.

    I want to test my own game that I am currently testing out. I did notice it has really bad performance and I want to go back to 284.10 to test it out. Is it enough to just install the whole Fusion dev 284.10 update and it will revert the Android runtime back to this also or do I need to do something else?

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  • I can also confirm that this is true for my own app also now when testing. The 284.10 version runs much smoother and with a higher and more stable framerate.
    Perhaps someone could make a proper performance test mfa with fps counter and average fps and low fps etc? I would be willing to test that also and try to see if I can find the exact version where these problems starts to occur.

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  • strangely the only thing changes in version 285.2a to 2852.d is sounds works and added the compatible lib V7 to it.

    so I will need tester for test two different runtime (only the runtimeAndroid.zip file) which will not have this lib

    also I made some change in sounds that could be very helpful in the lag of sounds.

    drop me a PM

    =========================================

    Added new Beta version 285.2e please test and le t me know your results.

    Regards,


    Fernando Vivolo

    ... new things are coming ...

    Edited once, last by Fernando (February 14, 2016 at 3:40 PM).

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