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itchware

24
Posts
1
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A member registered Sep 19, 2021

Recent community posts

(1 edit)

This is Leadhaul running on Postmarket Os, I forked sashikknox version of the game and stretched the screen to run on Portrait mode. For now only portrait mode is available since "Phosh" does not detect device orientation automatically, but landscape mode could be added in the future (KDE plasma detect orientation).

your games are smooth and with great mechanics, I love them. I have the means to add touch controls and make them playable on phones, if you ever be interested only requirements is that you open source and license the game accordingly. If not interested that's fine! keep the great work!

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Thanks. I commented it: IS_MOBILE = love.system.getOS() == "Android" or love.system.getOS() == "iOS". As long as I know you can not retrieve with getOs if a system is Sailfish, Aurora or Postmarket Os, it always return "linux". I hope it helps.

https://video.gamerstavern.online/w/7NT8ZXQdQAn9sjDgKxfjoW

This is my definitive version, I gave up on too much glow and added a performant nebula instead in which I worked hard on optimizing for phones. The result speaks for itself: 60fps most of the time and amazing graphics! Feel free to add whatever you like of my work if you like it, if you prefer something else that's fine!

I love this game, I'm porting several arcade games to mobile by adding touch controls and other tweaks, if you would like to see this game on phone let me know, I would need you to add an open source license to it. Whatever you decide thanks for sharing, I love it!

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You are welcome and thanks for taking your time in testing it. As you know, optimizing is a trade game in which you can not win everything and you need to make compromises and there's no "right" or perfect solution. I tested your solution over mine and disabled gaussian (the upscaling from 20% already make edges unsharp due it's antialising) and reduced glow to 2. The result combined with my reduction of resolution is amazing: I hit 60 fps (not constant but most of the time) with shaders on!

After many experiments I made up a decision: To keep options simple and high framerate and resolution the following shaders are disabled:

- Gaussian blur and glow

This is the only way I can achieve 60fps with shaders on at full resolution.

Don't do the same if you have other preferences, it may not look as beautiful but I think this kind of game should prioritize framerate to graphics when the hardware can not have both.

Feel free to take may parameters if you like them! and thanks for making this game wonderful on phones!

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Here is my final version of the fork of your game, you can read what I added on the description of the video. Feel free to take what you want and leave what you don't want if you think it's worth sharing and feel free to your feedback. I hope you like it!

https://video.gamerstavern.online/w/uSboK9uZ8egZqYvoo9XjP7

I found a fork of the game for Aurora Os: https://github.com/NightEugene/aurora-flash-blip

So now your game runs on: Android, Sailfish Os, Aurora Os, Postmarket Os and probably any phone that runs löve2d. The game seems to be loved for phones! Congratulations!

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Raspberry pi 4B is very weak specially on the GPU where the heavy load is, the only thing you can do is disable shaders, I would start with the CRT effect, if that's not enough or you are not happy with the results try reducing resolution even more. If you want to see other love2d games that use shaders for ARM you can download plenty of them from my repository for sailfish os. I optimized many games and most of the gain always come from reducing resolution (you do not need to reduce the resolution of the whole games, you can internally render elements at different resolution, background elements should have less priority).

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Hi, no problem! To answer your question: before optimization, the game couldn’t even reach 60 FPS—it had very poor performance. After optimizing, it’s still probably not hitting 60 FPS, but I think it’s pretty close. I didn’t measure it precisely, though.

In my opinion, there’s not much more room to improve performance through shaders without compromising their quality. I’ve already reduced values like effects.glow.min_luma, glow.strength, etc. The biggest performance gain came from rendering at a much lower resolution. However, rendering below 20% resolution would make it look bad, so I think I’ve found a good balance.

The game is now much more playable with all shaders enabled on phones. Feel free to test it yourself and let me know your thoughts!

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hi Plinkr, I discovered something you may be interested on. Shaders do work perfectly well on Arm as they are, the problem is with sailfish os which may use an older version of opengl? I don't know the reason but the game works with all shaders on Postmarket Os (althoug performance suffers a lot).

I added a video showcasing the optimizations I added for mobile phones. I fundamentally reduced resolution to 20% and this way it render fast and with all effects on mobile phones.

thanks for that information, I made it work!

hi, I'm not familiar with playdate game structure, but I would be interested to port this game to mobile phones using love2d, is there any easy way to make this game love2d api compliant?

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sounds great to me, I will check the git version and see if I can merge it with mine to get latest version with my tweaks, thanks! Feel free to contact me if there's anything I can help with.

Just so that you can have access to the repository where I published the game: https://openrepos.net/content/glitchapp/flash-blip

I added in the description a link to this site, if there's any other site you want me to link feel free to ask.

Thanks

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No problem, there's not much differences on sailfish from other arm systems so you can use it as a base for any other ARM mobile phone. I may experiment with other shaders but I like how smooth it moves without them on the phone. I changed a few things including the music but feel free to take what you want and do your own fork, it's your game after all, and thanks for the great game, it's a lot of fun!

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Hi there, I love the game, this game is perfect for mobile phones because you can play it with just one finger so I ported it to Sailfish Os. Feel free to distribute my build if you want: https://codeberg.org/glitchapp/flash-blip
Shaders are disabled because porting them to Arm is hard and probably won't perform well.

This game is perfect for touch screens and mobile phones, since there's no license stated feel free to let me know if you would like a port to sailfish os (I've made a love2d few ports already)

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I'm excited to see my mixes featured in other people's projects. Interesting project, I think it works especially well for touch screens. I’ve been playing it with my graphic tablet, and it works great!

This game looks fantastic with retro shaders

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I added a shader to add some gradient to the background, I hope you don't mind. If you don't like it I can remove it.

This is how it looks in my phone (Sailfish Os).

added some shading to the background

If you want to distribute the builds for sailfish and postmarket os I can provide them.