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Speed in Android


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#81 firepip

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Posted 14 August 2012 - 05:08 PM

I was originally testing my game on a T-Mobile HTC G2 with Android 2.3.4, it works fine.

I just tested my game on a T-Mobile Samsung Galaxy S2, with Android 4.0.3, and it works fine.

This is a game I just compiled using the latest version of Studio(at the time of this post 1.0.327).

My game is running at 60 for a room speed. Why don't you guys that are having a problem try making a game at 60 room speed, just a small test case, and see if it runs the same speed on windows as on your problem devices. Then, assuming it does, change the room speed to 30, and see if it still runs the same speed. If everything is working correctly, it should run at half the speed since you changed nothing but the room speed, but if it still runs at the same speed, then we know that GM is forcing the room speed to 60, which is what I think is happening.

If my theory is correct, a possible workaround, if you don't have too many objects, could be to simply adjust all of the movement to work with a room speed of 60 instead of 30.


Yea but that would lack on some phones
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#82 wagdog

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Posted 14 August 2012 - 05:23 PM

I would not recommend coding around this bug. Doing so only opens you up to introduce further bugs in your code.

Hopefully yoyo will fix it soon.
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#83 kburkhart84

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Posted 14 August 2012 - 05:51 PM

I'm not saying to code around it as a permanent fix, but if it is simple to do, and lets you release your app in working condition, then why not. It isn't any different than other bugs we've had to work around in the past. Also, if the game has more than a few moving objects, than it probably is too much work to do so. Also, until someone with a device that does this bug tries my test, we don't know for sure if it would work anyway. Both of my test devices work fine with my game, so I can't really test this bug.
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#84 WWAZman

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Posted 14 August 2012 - 09:38 PM

I'm not saying to code around it as a permanent fix, but if it is simple to do, and lets you release your app in working condition, then why not. It isn't any different than other bugs we've had to work around in the past. Also, if the game has more than a few moving objects, than it probably is too much work to do so. Also, until someone with a device that does this bug tries my test, we don't know for sure if it would work anyway. Both of my test devices work fine with my game, so I can't really test this bug.


I'm not going to code my game around a bug that desperately needs to be fixed, just to undo that workaround when it does get fixed. One of my games has 50 objects onscreen. Not doing that.

If anyone needs 305 pm me.
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#85 Robert3DG+

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Posted 14 August 2012 - 10:57 PM

Mike responded back:

we've figured out what's wrong, and will try to get a fix out once we're back.


Just hang in there a bit longer.
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#86 kburkhart84

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Posted 15 August 2012 - 01:57 AM


I'm not saying to code around it as a permanent fix, but if it is simple to do, and lets you release your app in working condition, then why not. It isn't any different than other bugs we've had to work around in the past. Also, if the game has more than a few moving objects, than it probably is too much work to do so. Also, until someone with a device that does this bug tries my test, we don't know for sure if it would work anyway. Both of my test devices work fine with my game, so I can't really test this bug.


I'm not going to code my game around a bug that desperately needs to be fixed, just to undo that workaround when it does get fixed. One of my games has 50 objects onscreen. Not doing that.

If anyone needs 305 pm me.


Of course i wouldnt recommend it
for you then.
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#87 Mike.Dailly

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Posted 15 August 2012 - 07:52 PM

Sorry guys, we've obviously been busy in the run up to GDC Europe, and with being out there for a few days, have been out of the loop a bit.... we were insanely busy out there.

We know what the issue is, and will look to get a fix out in the next day of so. There are a couple of issue needing fixed, so it depends on how quick they ALL get done. I expect 2 days tops - baring disaster.

The issue was that Google changed something on the SDK, and we went with that change, but it turns out not all phones did it. There are so many Android phones/devices that we simply can not test on them all, so this got through our limited testing. The fix for this is quite simple, so it'll be done tomorrow, and will go out next update as soon as the other things are fixed.
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#88 WWAZman

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Posted 16 August 2012 - 12:46 AM

Thank you Mike.
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#89 cotycrg

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Posted 16 August 2012 - 03:01 AM

Sorry guys, we've obviously been busy in the run up to GDC Europe, and with being out there for a few days, have been out of the loop a bit.... we were insanely busy out there.

We know what the issue is, and will look to get a fix out in the next day of so. There are a couple of issue needing fixed, so it depends on how quick they ALL get done. I expect 2 days tops - baring disaster.

The issue was that Google changed something on the SDK, and we went with that change, but it turns out not all phones did it. There are so many Android phones/devices that we simply can not test on them all, so this got through our limited testing. The fix for this is quite simple, so it'll be done tomorrow, and will go out next update as soon as the other things are fixed.

Our lord and savior Mike. Thanks, bro
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#90 zinhzeiel

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Posted 16 August 2012 - 06:19 AM

Thx a lot!!
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#91 Meetle

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Posted 17 August 2012 - 08:24 AM

Finally! Thank you guys :D
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#92 dasrkrain

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Posted 17 August 2012 - 02:51 PM

That is some really good news!
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#93 Mike.Dailly

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Posted 17 August 2012 - 02:59 PM

New version is now out - please go get it and give it a try!!!
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#94 TheMightyAxle

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Posted 17 August 2012 - 03:41 PM

Cool ! All working here ! :thumbsup:
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#95 filulilus

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Posted 17 August 2012 - 03:44 PM

Speed is back to normal! ::lmao::
But 3D rendering is still not working.
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#96 laffertyrh

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Posted 17 August 2012 - 04:05 PM

Kindle Fire issues...
Creates APK. Installs fine on Kindle. When I go to launch the program it crashes. Sad face. Back to 305 I go.
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#97 _169868

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Posted 17 August 2012 - 04:29 PM

UPDATED! I'm running it on a Kindle fire and have had no problems...
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#98 laffertyrh

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Posted 17 August 2012 - 04:32 PM

UPDATED! I'm running it on a Kindle fire and have had no problems...


Hmmm... ok I will go check texture pages. Seems wierd that 305 works but 342 crashes.
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#99 Manuel777

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Posted 17 August 2012 - 04:37 PM

Why has noone found this to be an excellent opportunity to test out delta time adjusting? Am I a weirdo?? :unsure:

WTF now I'll just make games at 99999 room speed! :P
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#100 laffertyrh

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Posted 17 August 2012 - 04:42 PM


UPDATED! I'm running it on a Kindle fire and have had no problems...


Hmmm... ok I will go check texture pages. Seems wierd that 305 works but 342 crashes.


Yup texture size issue. Although the texture size worked in 305 it crashed the Kindle in 342. Lowering the texture size worked. Thanks!
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