YouTube - BlackBerry PlayBook App World
Jump to around 2:50
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YouTube - BlackBerry PlayBook App World
Jump to around 2:50
i think its the point of the game...
everything is shaking and so on...
It's Adobe Air game and it just works slow on playbook. Tooo slooooooow.
Can you test a few more AIR games and let us know how they run? I'm concerned that ALL games will be running slow.
not sure if it helps but iv seen my game working on a PlayBook and it was running at the same speed as the sim on my pc, i didnt use air i used flash to make mine as im more comfortable with that environment, so that could be a difference i guess.
I'm concern A LOT of apps made out of Adobe Air are going to be this slow and laggy.
I think that is actually how that game is supposed to be, but I could be wrong.
Not ALL games are like that!
Could one of you confirm if the framerate of Neon Bounce is constant? I'm working on additional optimizations, but would like to know where the app stands. Thanks!
your game runs very smoothly on the PlayBook and is much faster than the one in the video. Its also highly addicting. i had to force myself to quit after ranking in at #20.
My game (Twystem HD) is written in Adobe AIR and has a totally playable framerate.
I've been helping some other devs (who don't have physical devices yet) perform QA on their apps, and I've seen a real mixed bag. Some of them are smooth and buttery. Some of them are mostly good with a few slight glitches. And some of them are totally unplayable.
But as developers start getting their hands on physical hardware over the next few weeks, I expect to see lots of apps with updates that fix these core playability issues.
My AIR game (Dillo Hills) also runs smoothly - I still haven't gotten my hands on the device yet, but I've talked to two or three people who all report that it runs at a smooth 30FPS on the highest graphics settings.
Benji sort of mentioned it, but one of the biggest reasons that some AIR games are running poorly right now is because almost all of the game developers who built these games (including me) did not have access to the actual device for testing.
FGL worked with RIM to run a promotion where developers could get a free playbook by submitting a game before the playbook launched. Unfortunately, this sort of caused a conundrum, because it encouraged us to submit games without ever actually seeing how they run on the device. Many of us made it through okay, but a few people's games run completely different on the device than they did in the virtual testing machine.
Fortunately, all of those developers should be receiving their free playbooks some time in the next week or two, and I expect that we'll see a lot of the games improve very quickly once developers are actually able to properly test.
In the mean time, enjoy the games that are working! (Like Dillo Hills :D)
I'm the developer of Cave Run, the game we saw on the video. I need to say that I was as surprise as you guys when seing the video, since the game was working perfectly in the playbook simulator (like fex explained).
I'm sorry for the inconvenients. As soon as I get my playbook, I'll be working on a patch, so you'll be able to enjoy the full game experience. It's a reeally fun game when it runs fast.
Hopefully, not much developers encountered unexpected problems like we did. Most of the apps work well, and the one that don't will be fix soon.
^^Thanks. Glad to hear.
haha thanks :)
its just gutting i cant throw it as far on the sim lol
hopefully i should get my playbook in next week or so then as soon as i can test the new levels iv built i ll make them live :)