Currently, my main concern for my game is how it will run on people’s phones and how it will affect the phone’s … everything.
Are there any guides to help me out on this?
Thanks!
Currently, my main concern for my game is how it will run on people’s phones and how it will affect the phone’s … everything.
Are there any guides to help me out on this?
Thanks!
This is a huge question but it really boils down to one thing: Write well behaved code and you should be ok.
The areas it expands to specifics are where you’re targeting (or catering to include) specific devices/device classes which are under powered. Then you want to look into what it is that they might not be good for and simply avoid those things.
For example, if you want to write a game or app which has a lot of large images and needs them in memory mostly at the same time the best practice is to develop your app so that those images are managed well (scaling the images down for display, only loading the minimum at once, etc). Compare this to where you want to cater to low-powered devices and you should start considering your user interface so that it doesn’t offer the user too many options which might stretch (or break) the device’s capabilities.
Search for: good code design. (etc)
Thanks for the tip.
simple… test on device daily
There are several tools you can use like the GPU-Z and CPU-Z apps that give you live information. At the end of the day I test the app in several devices, I even try a whole day looking for defects. It’s the best way. The GPU-Z and CPU-Z Apps are good if your cell phone supports split screen so you can use your App while you see hardware performance. Another thing you can use is the basic android statistics, for example, if when you go to “battery” you realize that your App is above consumption that the same screen “man” you have a serious problem.
This is a huge question but it really boils down to one thing: Write well behaved code and you should be ok.
The areas it expands to specifics are where you’re targeting (or catering to include) specific devices/device classes which are under powered. Then you want to look into what it is that they might not be good for and simply avoid those things.
For example, if you want to write a game or app which has a lot of large images and needs them in memory mostly at the same time the best practice is to develop your app so that those images are managed well (scaling the images down for display, only loading the minimum at once, etc). Compare this to where you want to cater to low-powered devices and you should start considering your user interface so that it doesn’t offer the user too many options which might stretch (or break) the device’s capabilities.
Search for: good code design. (etc)
Thanks for the tip.
simple… test on device daily
There are several tools you can use like the GPU-Z and CPU-Z apps that give you live information. At the end of the day I test the app in several devices, I even try a whole day looking for defects. It’s the best way. The GPU-Z and CPU-Z Apps are good if your cell phone supports split screen so you can use your App while you see hardware performance. Another thing you can use is the basic android statistics, for example, if when you go to “battery” you realize that your App is above consumption that the same screen “man” you have a serious problem.