Transitions no longer as smooth as with 2013.1076 release

Hello!

in June 2013 I released a kind of ebook based on Storyboard API. It contains some effects like objects running away when touched or planes flying in the sky from time to time or the classic bakground moving as in the Corona Jungle sample.

In october I began to refine my app with high resolution images to fully apply dynamic scaling. When I downloaded Corona release 2013.2076 I migrated to Graphics 2.0.

But from that point on my app only runs in simulator (on Windows) without error.

The only warning I received is “Couldn’t find font Helevetica-Neue light - using default font” when widget.newButton is in use.

On physical devices such as Galaxy S3, Galaxy Tab 7 and Galaxy Tab 10  transitions jump, and even scenes transitions don’t work properly (but this issues seems to be due to high resolution images - 150 dpi - perhaps too heavy to load).

Memory usage is 400 Kb more or less and Texture memory depends on screen resolution (i.e. viewing as IPad Retina it reaches 150 for the scene with scrolling background).

Such things prevent me from release a new version.

Could anybody has some hints to solve my problem?

Thanks

What resolution size are your images? 1024x1024, 2048x2048?

Are your images pngs or jpgs?

Are you loading your images directly into display.newImageRect() or are you using image sheets?

I find that making image assets greater than 72 dpi doesn’t improve the visual quality, the most effect on asset quality is from the resolution size(128x128, 1024x1024, etc).

I have set content area to 320x480 (orientation landscapeRight).

In order to manage developing once for all for android and iOS (using 320x480 as safe zone) background images are 570x380 (no scaling), 1140x760 (scale 1.5), 2280x1519 (scale 3).

But within each scene the objects with listeners attached are smaller, though the proportion between scales is always the same: 2 times (related to the basic image) for scale 1.5, 4 times for scale 3.

All images are pngs.

And almost all the images are loaded with display.newImageRect(), except for sprite animation and widget.newButton.

Perhaps could I mantain 150 dpi for background and decrease smaller images to 72 dpi?

Yes, try making a version of your application that only uses 72 dpi images to see if that fixes your problem.

If that doesn’t work try optimizing your images more by putting them into image sheets. Image sheets use less texture memory than loading images individually.

Take a look at this info if you haven’t already:

http://docs.coronalabs.com/guide/basics/optimization/index.html#texturemem

[media]https://www.youtube.com/watch?v=rQru4HBWXLA[/media]

Thanks animonger for all your hints. I tried using 72 dpi images but transitions go on making small stop&go’s. I read and listened to all documentations. At this point I’ll try image sheet solution.

What resolution size are your images? 1024x1024, 2048x2048?

Are your images pngs or jpgs?

Are you loading your images directly into display.newImageRect() or are you using image sheets?

I find that making image assets greater than 72 dpi doesn’t improve the visual quality, the most effect on asset quality is from the resolution size(128x128, 1024x1024, etc).

I have set content area to 320x480 (orientation landscapeRight).

In order to manage developing once for all for android and iOS (using 320x480 as safe zone) background images are 570x380 (no scaling), 1140x760 (scale 1.5), 2280x1519 (scale 3).

But within each scene the objects with listeners attached are smaller, though the proportion between scales is always the same: 2 times (related to the basic image) for scale 1.5, 4 times for scale 3.

All images are pngs.

And almost all the images are loaded with display.newImageRect(), except for sprite animation and widget.newButton.

Perhaps could I mantain 150 dpi for background and decrease smaller images to 72 dpi?

Yes, try making a version of your application that only uses 72 dpi images to see if that fixes your problem.

If that doesn’t work try optimizing your images more by putting them into image sheets. Image sheets use less texture memory than loading images individually.

Take a look at this info if you haven’t already:

http://docs.coronalabs.com/guide/basics/optimization/index.html#texturemem

[media]https://www.youtube.com/watch?v=rQru4HBWXLA[/media]

Thanks animonger for all your hints. I tried using 72 dpi images but transitions go on making small stop&go’s. I read and listened to all documentations. At this point I’ll try image sheet solution.

Hello! I’m back. I’ve gone through almost all my code and found that the problem with transitions could be due to the use of game.ui.

I posted this to thank animonger again and give info to others who may have a similar issue.

Hi slvnnn,

What is game.ui? Is it your code or part of a widget?

Hello! I’m back. I’ve gone through almost all my code and found that the problem with transitions could be due to the use of game.ui.

I posted this to thank animonger again and give info to others who may have a similar issue.

Hi slvnnn,

What is game.ui? Is it your code or part of a widget?