damjancd's Forum Posts

  • I'm just trying to prevent people copying the assets that are there. They're also a game story spoiler so it would be nice if they are not easily accessible.

    Is there any way to do this for OSX .apps?

    thanks

  • Maybe announce how much you would pay. I'm willing to add a little bit on that sum for a simple, working option in iOS or CocoonJS.

    I'm willing to add 50$

  • Is there any way to force clearing of cache?

    Thanks again.

  • Oh dear. June is too far away for our release date. I guess I'd have to find a way to package the app in less than 200mb for CocoonJS (it's about 800 right now)

  • Ashley

    Here's a screenshot from the Activity app on OSX, I can provide one from WinXP if necessary.

    Thankyou for caring and doing all this

  • It shows very little memory usage. Like 48 MB. That's fine. And I use only 2 HD jpegs, the rest is tiny. I load them dynamically via loa from url when needed.

    I managed to drop it down to like 700mb though

  • ELI5 that for me since I don't quite understand.

    Does that mean Apple will integrate their fix soon?

  • How about C2 (or C3??) integrates a native JSON loader of dictionary info. So you can just load it in, and it's inside the dictionary whenever you start the project.

    I don't need this since I already programmed the loading process during the intro of my game, but I was thinking that this could be useful for people that don't want to dabble in files and loading stuff too much.

  • Ashley, so does it make sense that a video game which the debugger says only takes about 80mb when debugging, to take up 1.1gb of RAM when run via nodekit?

    Should we state that configurations with less that 1.5 ram aren't supported by the game?

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  • Just in case someone offers to help with this link, I've already gone through it https://www.scirra.com/blog/112/remembe ... our-memory <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • Problem Description

    I'm using a placeholder project just to show the extreme amounts of RAM a simple example can use. The example provided in the preview debug says it's using just 50mb of memory, and when I export with Web Nodekit, it skyrockets to 300mb of memory used, in Windows 7 64 and OSX 64. That number is much, much bigger for my full project, where I only have 2 2048x1536 images, and 2 512x512. No other asset is more than 128x128. That project blows up to 1.1 gb of RAM memory used when exported and opened in Mac and Win, while the preview debug in C2 says less than 50mb usage.

    Attach a Capx

    Attached using Scirra forum upload attachment

    Description of Capx

    Simply shows 4 2048x1536 images. When you export to win64 using that .capx, the RAM usage is 300MB, when in preview, only 50mb

    Steps to Reproduce Bug

    • Step 1 - Preview and see RAM usage
    • Step 2 - Export for Win and see RAM usage

    Observed Result

    Very high RAM usage on desktops

    Expected Result

    Either to use as much as preview debug says, or around that number, not 6x times more RAM.

    Affected Browsers

    • Chrome: (YES/NO)

    Operating System and Service Pack

    OSX with Parallels Windows 7

    Construct 2 Version ID

    Latest r195 with latest Web Nodekit

  • Hi everyone,

    I'm having a difficult, recently discovered problem here.

    My game is massive, probably around 400-500-600 MB range, although at the moment its <200MB, but when I start it up, I see RAM usage spike to 1GB sometimes. The VERY peculiar thing is, that my game loads only about 100MB worth of assets at one time. The rest I recall by using Load From URL, they are in files, and are not loaded into the onScreen area.

    What the hell is using so much memory? It's even using this amount of memory when inside the Menu screen, which is basically around 40 MB uncompressed in total.

    My game is predominantly reading, large 2048x1536 res scenes (only 2 at one time, one scene) and small items, many of them.

    What could be sucking so much memory?

    Thank you for reading through, and if you help, I will create a little shrine for you to worship you forever.

    PS: I'm not minifying my export, could that play a role?

    PPS: In preview, it's only using 50MB MAX, anywhere, at any time. And on export, it explodes to 1gb. Please help?

  • It works perfectly, thanks !

  • thanks spongehammer , will check it out

    File size might vary to about 300 though... still too early to know for sure

  • newt, sorry, was a bit sleep deprived when I wrote it. I changed it now

    MultipleChoice I'm able to export .exe, but was wondering if there is a compiler that could compile all those separate files into one .exe , something similar to the .app on OSX which works perfectly.

    Holy shhh* the title is awful, and I apologize. Should try to sleep before writing anything here Will attempt to rephrase it.