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

1 decade ago by KenD

I've been wrestling with mobile Safari for weeks now, and am really at a loss as to what direction to go. We've got a game with some pretty large sprites. It works great on desktop and iPad3, but on the iPhone it downright crashes Safari. I've got a test up now where I scaled down the assets 4x and have the canvas resolution set to 1/4 of the desktop size and scaling set to 4, but still no luck. Here's the baked link:

http://www.proximity-lab.com/clients/bncl/test/

(Note: This test is very buggy because I scaled everything using a quick script I wrote in PHP.)

Can anybody point me in the right direction? Is there any hope of this ever working on mobile? I am already planning on doing an iOSImpact or appMobi version, but unfortunately the client really wants a mobile Safari version as well.

1 decade ago by KenD

I've isolated it to a memory issue. After disabling all my entities except my player, disabling 2 of the 7 background layers, and reducing all graphics by 75%, I can get the remnants of the game to run. :)

Looks like our designers have their work cut out for them making mobile-only levels and graphics!

1 decade ago by paulh

http://impactjs.com/forums/everything-else/your-impact-game-on-android-ios

1 decade ago by KenD

Thanks, that's the second mention I've seen of CocconJS today - definitely going to be checking that out! Unfortunately, they still want a mobile web version of the game, but we're working on solutions to that. I'll post any interesting findings I come up with regarding memory usage/entity limits etc.

1 decade ago by paulh

Hey Ken, if you want to share the sort of files your animators/artists re using im sure i/we can help... for example are you using transparency or this : http://impactjs.com/forums/code/set-background-color-to-transparent-tilesets-images-etc

are they working to specified palettes or specific color counts, how many frames per character animation etc etc?

Ive produced a LOT of games(not code or art) and YOU need to set the rules that the artists work too .. to define the rules you will need to work with the artists ...

the phrase "give them an inch" is applicable :-)

Id suggest working out how your approaching each platform and running some simple performance tests ... pick your middlewares early if using them...
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