This game runs HORRIBLY on my Droid X running Liberty 2.0.
My phone is overclocked to 1.2ghz with the standard voltages and set on priority clocking.
I'm very sorry to hear that your phone is not able to run the game. We are continually looking for ways to optimize performance for more devices.
3D games...$10 games...Multi-touch+Accelerometer controlled games...run flawlessly. This 2D game runs like I'm using a rotary phone from the 60's.
The original Droid...the one released in 2009...
Can play Dungeon Defenders if you overclock your phone.
Dungeon Defenders is graphic intensive.
I think you'll find that 2D games are not necessarily simpler to render than 3D games. In fact, 3D games are often able to take full advantage of GPU acceleration for almost every single rendering action, while 2D games often rely on a mixture of both texture blitting (CPU) and bitmap scaling (GPU), which puts a double strain on the system.
This is not true for all 2D games, of course, but it is particularly noticeable in games like ours, where bitmap objects have to be scaled and rotated dynamically, instead of prerendered to memory and displayed at a fixed scale.
That's not to say that we're not trying to optimize! I'm fully aware that the game can still benefit from optimization, and it's something that I'm constantly working on. I'm only saying that 2D rendering can be just as difficult to optimize as 3D rendering, especially any time that dynamic BMD scaling is involved. If it was easy, it would have already been done by now. ;D
In many ways, Dillo Hills is a significantly more graphically intense game than we were really anticipating going in to this project, and while the game runs quite smoothly on a lot of devices, the Android market has a massive level of fragmentation. It's a developer's nightmare trying to get a game to run at the same level of performance on devices that are over a year apart in terms of hardware capabilities. Even just the basic task of scaling the terrain as the camera zooms in and out puts a huge strain on many devices. I would
love to pick Illiger's brain and see how he managed to render his terrain with such smooth performance.
I'm sorry...but there is no reason this game should not run wonderfully on my phone. OMG...in JULY my phone is obsolete since it's a year old...(No, Fex...no...)
Fix the rendering before you release these cute new features you have planned.
I know that it's frustrating, but in the world of mobile devices, a year is a
very long time. For many devices, including the Droid X and Incredible, the one-year birthday is typically
very near the end of the phone's lifecycle.
I'm not saying that it's impossible to make games for older devices. A lot of games are simple enough that they still run well even on older devices. Right now, though, Dillo Hills is not such a game.
While we are constantly looking for ways to improve performance on
all devices, our main priority now is making the game more fun for the people who are on the middle-to-upper end of the fragmentation spectrum. After all - technology has this wonderful tendency to keep moving forward, and people have an equally wonderful tendency to keep up with it.
I do suspect that this game may have been better received if I had waited a couple more months for more people to upgrade to newer phones, but I also believe there was a very well-defined window of opportunity that was worth catching. Those people who have already advanced to the next generation of phones seem to be really enjoying the game, and I will continue to optimize the game to perform better and provide more fun on
all devices.
If we're only able to play your game on a XOOM or Atrix currently...then it should be restricted in the market from our view and advertised as such.
This is a GREAT idea, and I very much wish it was possible. In fact, it's something I've been discussing with an Adobe rep and a couple of Google reps over the course of the past few days, while optimizing the game for the upcoming BlackBerry Playbook.
I think it would be
fantastic if developers could add hardware requirements to their games in the market, because quite frankly, it's irritating how many of our negative reviews are strictly related to the game's performance on older devices.
The game's description does mention that the game requires very high hardware specifications, and I've just updated it to be even more blunt. I do not want to give any sort of false impressions: the past few patches have improved performance significantly, but a lot of phones (especially those that are more than half a year old) will still struggle to play the game, especially above Low graphics settings.
Anyway, I have spent entirely too much time chatting! The next patch isn't going to code itself, after all.