Samsung Galaxies FTL

5 posts (showing 1-5)
stupidlikeafox

Market Level 6Community Level 7
1001 posts

Just wondering if anyone else has found Galaxy S4 and S5 problematic (esp w/ Phaser) and if anyone knows what can be done about their performance? We've had a couple QA reports coming back about em but from what I've read so far, it's essentially just they suck because of custom code?

posted 2016-02-10T19:24:15-08:00
mentuat

Market Level 5Community Level 1
62 posts

Samsung + stock browser combo has been a pain in the ass throughout their range of devices.  What specific problems are you having?

posted 2016-02-10T19:33:28-08:00
stupidlikeafox

Market Level 6Community Level 7
1001 posts

Just lag for really small games weirdly. Our client's kinda come around to the idea that sansungs are a lost cause, as have we, but would be nice to know how to cater to people with these devices.

posted 2016-02-16T21:16:32-08:00
Kryog

Market Level 0Community Level 1
0 posts

Our first game was developed with Phaser 2.3.0 and it worked well on Samsung galaxy S2 & S5.
The game was not that small, it had some big scrolling maps, actually it started lagging when we tried to display too many animated sprites at the same time (like more than a dozen).

We tried to upgrade to Phaser 2.4.3 and we had huge perfomances issues, animations were really slow on both devices.

posted 2016-04-03T10:59:03-07:00 | edited 2016-04-03T11:00:25-07:00
stupidlikeafox

Market Level 6Community Level 7
1001 posts

Huh, thanks for that. Quite interesting!

posted 2016-04-04T11:55:20-07:00