Developing TTG Mobile 2 (Patreon)
Content
Aiming for further optimization, the next thing I tried was reducing the rendering resolution. This game's screen size is only 960x600, but the Ruffle engine renders it at the device's full pixel resolution. My plan is rendering it at the native 960x600 and scale it up using CSS, which should further reduce the load.
The result is what you see. However, based on my observations of GPU and FPS, the scenes with high load are quite different from the original Flash, and I suspect that resolution doesn’t really matter. Ruffle is essentially 3D rendering, so it’s pretty interesting if that’s the reason for the difference.
Alright, next up, I’ll be working on UI improvements, like small buttons are hard to press. First, I tried a design that expands the main buttons to fill the entire screen like this, but having to open-close it every time was unexpectedly tedious.
After all, I’ve decided to make the buttons larger and use the same slide-out method as the desktop version. This made them much easier to press with a finger. The final plan is to detect the device’s screen size and position the buttons as close to the edge of the screen as possible.
Another top priority is restoring the touch-guide, but there're likely several thousand buttons that need to be modified. I’m currently carefully considering how to update them so that I don’t have to restart from the beginning.
Currently conducting a beta test for the mobile version.Please let me know if you've any bug reports or feedback. Thanks for your cooperation!