Impact

This forum is read only and just serves as an archive. If you have any questions, please post them on github.com/phoboslab/impact

10 years ago by BFresh

Just wanted to give you guys a heads up on a weird issue I've been having. I've created an apk using CocoonJS that works great on some very new devices. A lot of devices just crash after the impactJS loading meter though. I have come to find that I had prerendering with level loads on, which helps a lot for mobile devices when browsing the web page. I disabled it and now my game is running great on even some older android phones once compiled. Not sure technically why yet, but for now my rule is that if it is meant for a mobile web page, I will turn pre-rendering on. If it is meant for an apk, I turn it off since WebGL takes care of speeding the game up well.

This is the code that disabling made CocoonJS compile work well:
for( var i = 0; i < this.backgroundMaps.length; i++ ) {
			this.backgroundMaps[i].preRender = true;
}

10 years ago by amadeus

So, .preRendering will require more memory, but will improve rendering performance.

If you have a very large level, this can take up lots of memory, and mobile devices have much lower memory limits over desktop computers.

When an app uses too much memory according to the OS, it will just kill the app. This I believe is what's happening to you.

10 years ago by BFresh

Yeah I agree, that's a good way to put it!

10 years ago by BFresh

Here it is in the play store by the way, even running on my Amazon Kindle!

https://play.google.com/store/apps/details?id=ascendedarcade.mutantzombiemonsters2

10 years ago by Uloi

Bfresh Tried your game. Doesn't work at all on a Nexus 5. Stops after the loading screen
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