i3Designer Posted November 3, 2014 Report Share Posted November 3, 2014 I created a game for the mobile. I go on the site from my windows phone and the game goes perfect on Android (Internet standard) the game has 10 fps, how can I fix it? Using Cocoon js? What should I do? I have created 6 files (js): boot.js - load.js - menu.js -play.js - lose.js - game.js PS: If I use google chrome on android the game goes to 16 fps and the audio works (use ogg, wav and mp3) For the display: this.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL; this.scale.pageAlignVertically = true; this.scale.setScreenSize(true); Quote Link to comment Share on other sites More sharing options...
valueerror Posted November 4, 2014 Report Share Posted November 4, 2014 what devices are you using.. obviously your winphone is a better device... chrome is (for now - until android lollypop comes and the webview will be updated) the best choice for your games... would you mind posting a link to a demo?are you using webGL or canvas mode? Quote Link to comment Share on other sites More sharing options...
i3Designer Posted November 4, 2014 Author Report Share Posted November 4, 2014 I'm used Phaser.CANVAS.Game Demo: www.samuelesciacca.it/file/beta/ Quote Link to comment Share on other sites More sharing options...
valueerror Posted November 4, 2014 Report Share Posted November 4, 2014 hmm..i dont see a framerate counter but it feels completely smooth and definitely like more than 16fps on my nexus.. this game isnt too complex either so performance shouldnt be an issue at all.. Quote Link to comment Share on other sites More sharing options...
i3Designer Posted November 4, 2014 Author Report Share Posted November 4, 2014 I removed the counter. On samsung galaxy s3 the game goes very slow, I want a fluid design. Also happens that sometimes the objects are rotated only (only Internet Android)For example, what happened to me in the game over screen, I saw the whole angle of 30 degrees Quote Link to comment Share on other sites More sharing options...
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