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Thread: Mobile ports is not match with runtime . I'm really tired...

  1. #1
    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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    Mobile ports is not match with runtime . I'm really tired...

    Hi

    I'm working with Fusion for years and I hadn't problem with it before appear the Exporters . I made a cinematic platformer game that I never couldn't fix bugs in mobile ports .
    Indeed Fusion only works perfect on windows port not more . Let me more explain :

    I made a character with more than 50 custom animation movements ( Jump up,Jump width ,grab ledge , swim , ....) and everything is OK in runtime and Windows port but in mobile ports I see strange bugs that I really can't find any solution for it like bad movements freeze and others . Actually there is not any special extensions and complex events . Also I added custom Inventory system and other stuffs and it works in runtime and don't work in Android and iOS port . My all events is more than 700 line at the moment.
    There is many other examples that I can write here but it take long time . Please help me for this questions :

    0) Is this problems is about my knowledge or Fusion?
    1) I really want know How did Fusion read codes ? I think main problem is for it.
    2) Do Fusion couldn't handle complex games for many number of events and many custom animations ? My mean is not little games with 10 - 50 events
    3) Isn't any way for write Object Oriented Programming for any object in F2.5 (No level editor) ?
    4) How can I find my problems for mobile ports before exporting ?
    5) Did you believe Runtime is not same with mobile ports (My mean is not performance) ?
    6) Is Fusion not made for advance games ?

    I really like Fusion but I worked 3 months on my new game and now I see many bugs in mobile ports and I'm really tired... . Even I can't send to bug report too because my events is so long and I don't know how can explain this errors .

    7) Did you recommend other engines like Unity for equal runtime and ports ?

    It's very important decide for me next days . Maybe complete I give up and switch to other engines . Although I was really fun with Fusion .

    8) Is Fusion 3 made with same method ? Or it's a miracle

    I appreciate for any help , suggestions or recommend

  2. #2
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export ModuleSWF Export ModuleXNA Export ModuleUnicode Add-on
    arthurh's Avatar
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    Hi,
    50 custom animation ? have you make an animation engine ? With so many animations, i suggest you to do so. I did that with active picture, a list with the parameters of each animation (basename|direction|number of images|delay|type of animation(simple, loop, ping pong)).
    0) maybe
    1)there is a topic on that. little search
    2)i make games with more than 1000 events
    3)don't understand what you want to do ? levels ? ini or array are good for that. And to populate a level, level editor is the only way.
    4) experience ! even with other middleware !
    5)...
    6)Fusion is for all games.
    7)use an engine that you know perfectly.
    8) Fusion 2.5 is already a good choice. Fusion 3 will be more powerfull... no doubt !

    Instead of telling that you have many problems, please consider to show one problem by one problem to us. I am sure one of us can helping you.

  3. #3
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleSWF Export ModuleXNA Export ModuleInstall Creator Pro
    SoftWarewolf's Avatar
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    Yeah i completely get the frustration, sometimes there is a bug on a runtime where it's hard to isolate the cause, and it's easy to blame the development tool.
    Here are a couple tricks to prevent these kinds of problems:
    - Clean object picks: use loops and for each loops to clearly select which objects are involved, this prevents common problems when multiple things are happening simultaneously.
    - Custom movements and animation: Manually set animation frames and exact coordinates using alterable values, alterable values can have floating points, f.ex 4,333 instead of 4, this makes everything smoother and exactly the same on all runtimes.
    - Frequent testing: keep running your game on each of the runtimes you need your game to work on while developing, to spot issues before it becomes too complex.

  4. #4
    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleSWF Export ModuleXNA Export Module
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    @arthurh

    Thanks for fast reply . Did your test your game ( More than 1000 events ) for mobile ports ? As I said Fusion haven't problem in runtime and Win port .
    I don't know how can I make Animation engine.

    3) My game is similar to classic Flashback or Another world game . What is your opinion for OOP ?
    4) How can I guess what happen on mobile when runtime is OK? Do you think I'm kind of soothsayer or somethings?
    6) I agree for desktop not mobile


    @SoftWarewolf

    Thanks for your suggestions

  5. #5
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export ModuleSWF Export ModuleXNA Export ModuleUnicode Add-on
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    Like i said to you call an image with the active picture or use a part of images of an active object (between im0 et im24, it is stand, im25/im48 walk animation etc...). Very simple.

    3) Use an engine to draw only the window for the collision. Call the gfx only for the windows too.
    4) you have no choice to test your app in the device ! this is the same with ALL the middleware (and with direct programming too) ! You can not ask the same with a PC than a phone ! And the runtime is different too. So, it is normal that there is some difference.
    Build your game for the less platform. Use correct sprite size (power 2). Don't destroy, create many items. Try to make less test of collision (the less overlap test you can ! use collide instead).

    +1 with softwarewolf : be careful with loop too.

  6. #6
    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleSWF Export ModuleXNA Export Module
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    Thanks for suggestions guys .
    Unfortunately I don't get answer for my main question yet .
    My game haven't complex events . Only number of events is more than 700 . Sorry I couldn't upload mfa file.
    I have a full custom Platformer movement with Inventory without any extensions. In Runtime and PC haven't any bug But in Android Inventory doesn't work at all !!!!! and it miss some animations in movements too. WHY?

  7. #7
    Clicker Fusion 2.5Fusion 2.5 Mac
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    zip2kx's Avatar
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    I don't know much about the mobile exporters but it honestly sounds like the phones you want to try them on can't keep up with what you want to do.
    Much like any other port i think you have to dig into your code for each system and optimize it in how it's read and executed. I dont think there ever will be a unified exporter that works for everything from the start.

  8. #8
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    So this word is not contain Fusion "write once time and publish anywhere " right?
    Actually I'll find bigger bugs next times too.
    In my opinion it's so foolish that I give time many days for find errors that I can't see them in runtime.

    This problems is for an engine like Unity too?

  9. #9
    Clicker Fusion 2.5Fusion 2.5 MacAndroid Export ModuleiOS Export ModuleInstall Creator Pro
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    I have a really simple game on google play(van damnation) that i made ten years ago. Exporting it to Android took some work as i had to rewrite a lot of it even though it worked fine on pc. It's to be expected if you havent built the game for android from the ground up

  10. #10
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    All engines have their own problems with every runtime they export too. There is no single engine that just works for all platforms, although some might have more features that correspond across different runtimes. it is a little bit of a simplified (and misleading) statement that you can "write once and publish anywhere." In a literal sense, yes you can. But if you want to take advantage of the strengths of each runtime, you have a lot of work to do.

    I work on all 3 platforms you mentioned and have done my best to make my main game code work consistently across them all. I have 4000+ event lines as well. The real hassle comes with using services like Game Center or Google Play, and dealing with UI adjustments to meet compliance rules.

    Some things to remember:
    - Put your code in groups and disable anything you don't need running. Only enable groups of code the moment you run it and disable it immediately after it is no longer needed.
    - For Each loops should be used when possible for mobile.
    - Always develop for mobile first. if you plan on mobile and PC, PC should be the last platform you add features for. And like everyone said, export to the mobile device often to make sure you didn't introduce something that causes a cpu hit.

    Games like Flashback should be simple enough to make for mobile. So I don't see that choice of game style being the problem.

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