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Thread: @Clickteam, is it possible to get shader support for Android and iOS?

  1. #31
    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleSWF Export ModuleXNA Export Module
    MEHRDAD's Avatar
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    No, my phone is old too. But as I said screen have so stutter.
    Maybe if you use backdrop instead many objects you see change situations. Anyway I always use flat backdrops for backgrounds with minimum objects in scene. Please get my new game and see fps.It's free complete and made by Fusion :
    https://play.google.com/store/apps/d...ckteam.anahita

  2. #32
    Clicker Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Android Export Module (Steam)HTML5 Export Module (Steam)iOS Export Module (Steam)

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    Quote Originally Posted by alexexhowl View Post
    let's do better, here original example Attachment 24556
    I'm use your example in Galaxy Note II (SHV-E250). it seems 48~60frame.



    but, in my game, near 60frame in Galaxy Note II (SHV-E250).

    stage select screen : 361 objects & ADD effect(bottom of Y screen)
    play game screen : 137~160 objects & subtract effect(shadow of opposite X side)

    v-sync on
    resolution 1280 x 720 (Galaxy Note II resolution)

    so, I think clickteam fusion 2.5 is good perfomance for android. (even use ADD or subtract effect.)

  3. #33
    Clicker Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Android Export Module (Steam)HTML5 Export Module (Steam)iOS Export Module (Steam)

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    https://creator.game.cyberagent.co.jp/?p=4334

    e.g. in Google NEXUS 6, for 60fps, need under 359 objects (Unity) or 110 objects (Unreal).

    Galaxy Note II can 60fps? perhaps don't use 361 objects in unity or unreal.

  4. #34
    Clicker Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Android Export Module (Steam)
    alexexhowl's Avatar
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    guys, i make a little profiler. Can you send your scores?
    here my example Draw Profiler.mfa

  5. #35
    Clicker Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Android Export Module (Steam)HTML5 Export Module (Steam)iOS Export Module (Steam)

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    Quote Originally Posted by alexexhowl View Post
    guys, i make a little profiler. Can you send your scores?
    here my example Draw Profiler.mfa
    I'm tried your example in Galaxy Note II (SHV-E250)
    max score 329

    but after some tweak,(how file upload?) max score 603
    instead text, use counter // unchack 'use fine collusion'

    after more simpler, max score 772
    (remove array)

  6. #36
    Clicker Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Android Export Module (Steam)
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    Quote Originally Posted by soomeeon View Post
    I'm use your example in Galaxy Note II (SHV-E250). it seems 48~60frame.



    but, in my game, near 60frame in Galaxy Note II (SHV-E250).

    stage select screen : 361 objects & ADD effect(bottom of Y screen)
    play game screen : 137~160 objects & subtract effect(shadow of opposite X side)

    v-sync on
    resolution 1280 x 720 (Galaxy Note II resolution)

    so, I think clickteam fusion 2.5 is good perfomance for android. (even use ADD or subtract effect.)
    1. 361 objetcts, 50% of the them visible visible at the same time, with non smooth 52-60 fps
    2. 160 visible in the game screen, of course here 60 fps.
    3. I believe you doesn't have backdrops and actives outside frame
    3.1. Where scrolling? Scrolling causes more perfomance issues because engine must redraw screen between frames

    here small references, how many tiles, objects you CAN"T GET in android runtime. So i think there is BAD perfomance.

    Catbird. maded in Stencyl

    maxresdefault.jpg

    Devious Dungeon (Custom engine)

    devious_dungeon_2_app-review.ru_1_1.jpg

    Meganoid (Custom)

    2-4-9.jpg

  7. #37
    Clicker Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Android Export Module (Steam)
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    upd. I admit that comparing CTF2.5 with (Unity, Defold, UE, Godot, Stencyl, GMS2 etc.) is unfair , because engine is from old-ones.

  8. #38
    Clicker Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Android Export Module (Steam)HTML5 Export Module (Steam)iOS Export Module (Steam)

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    Quote Originally Posted by alexexhowl View Post
    1. 361 objetcts, 50% of the them visible visible at the same time, with non smooth 52-60 fps
    2. 160 visible in the game screen, of course here 60 fps.
    3. I believe you doesn't have backdrops and actives outside frame
    3.1. Where scrolling? Scrolling causes more perfomance issues because engine must redraw screen between frames

    here small references, how many tiles, objects you CAN"T GET in android runtime. So i think there is BAD perfomance.
    Cap 2018-02-08 14-00-29-167.jpg

    3. you can believe, in my screenshot image, near all(-2) active of 361 objetcts. (because 1 active & 1 counter in 1 button.)
    = some actives is outside frame(option, cash shop button, stone door...)

    3. Where scrolling? center display scroll & orange color tile active scroll. you want this answer?

    I'm played Catbird in Galaxy Note II. basically smooth&playable but unsmooth in 2side scroll timing.(seems under 30fps for an instant.) OK in your phone?

    CF2.5 got non smooth 52-60 fps or Microstuttering. I think, it can only fix in CF 3.0.(can't fix in CF2.5 because engine is from old-ones.)
    but OK. at least me, it's usable level in 1280 x 720 resolution android game.
    (exclude online game or accurate replay system. because only I don't try, don't know yet. )

    I think, comparing CTF2.5 with (Defold, Godot, GMS2 etc.) is unfair because that engine need programming or script.
    Unity can use playmaker, but playmaker can use 359 objects? I don't know.

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