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Showing results for tags 'mobiles'.
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The story began when my very old game got Greenlit 3 years after submission and I've decided to make a HQ remake. «Fly, Glowfly!» is an unusual logic game – a combination of the level editor, arcade game and labyrinth. Your goal is to help Glowfly to collect all bonuses on the level and reach the finish by placing different blocks on its way. In the beginning this game will resemble some puzzle, but next levels are almost hardcore - you need good reaction to win! Lots of different mechanisms, work of which is required for completing levels, makes the game addictive, different and sometimes even hardcore! Right now there are demos for Windows, Android and WebGL (the last one is not optimizet for mobiles yet!): WebGL Windows Android Video: Screens: Any feedback is highly apperciated P.S.: Although this is HTML5 games forum and I have HTML5 fully functional (beside some GFX) demo, for best experience check out Windows one.
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Hello, The weirdest bug/issue just came up, I had a very light game (in terms of updates/actions, etc) and I was getting no more than 25 FPS on mobile devices (quad core tablet, dual core mobile phone android) When I was trying to figure out what was wrong I deleted one line from my .css file and suddenly the game runs with 55-60 FPS as intended. I reversed the changed line and again fps dropped to 25-27. I simply had canvas { border: 5px solid white;}Does anyone know why this happens? And moreover if any more css properties affect game performance. Thanks guys, I hope we can clarify and find the reason behind this.