goldentreee's Forum Posts

  • I have the same pb with both cocoonjs and ejecta, so i suppose it comes from C2.

  • Me again. I think it's linked to the number of instances.

    When i duplicate a layout with 100-150 objects, it adds around 1 mo.

    When i duplicate a layout with 300 objects, it adds around 2 mo.

    So obviously, i don't know if it's a bug or not, but it seems to be linked to the total number of instances.

  • I still have the pb.

    Even if i add no new images, each time i create a new layout and use images sprites used already in the project, or duplicate a layout, without adding nothing, my ram increases. (ios)

    Can the total number of object in the project be the cause of that ? Maybe each instance takes a piece of memory ?

    Can it be a graphic card pb ? (mine is up to date)

  • Thanks for your answer, it was very clear. :)

  • +1:

    I don't know if I can ask you that, cause I don't really understand how far you can go in the work with Ejecta, and i'm far away to be a programmer, but do you think we can expect to have someday the memory manager (the layout by lauoyt loading) working on Ejecta ? It would be incredible, but I suppose it's linked to the improvements in webgl of Ejecta.

  • 0plus1

    1. Do you suffer from any performance loss each time you exit to iOS main menu and back again into your game? (without quitting the game itself). For mine I noticed it wasn't as smooth as when I first launch the game.

    I have it too at my end, but only with the beta version: if i use the last stable one, the pb is not here at all, and everything works well.

    Maybe try to use the stable version if it was not already the case. Otherwise i don't know, maybe try "webgl" off.

  • Ashley :

    Thanks for your answer! It's good news to see that you start to search for alternatives. Maybe you can have a look to Ejecta on IOS, it works perfectly, the only thing missing is the memory mangement, but maybe you can add it ? As you know, 0+1 has already done an external exporter.

    Speaking about the memory management, here is the answer Ludei gave me on their blog, but maybe i not used the good words and they misunderstood, cause i said "layout by layout loading", otherwise, if i understand well, it seems that Ludei was not really considering it :

    "Hi,

    We�re working on improve the iOS7 support for the next update and yes, the controller will be ready.

    We don�t have nothing about the layout by layout loading at moment, but thanks for the feedback. Some Construct2 users sent us messages about it so will consider.

    Thanks!"

  • ArcadEd : i don't know if the "mad of" was for me, but i'm not :) (but maybe it's my broken english which gives that impression, cause i tend to use straigforward words and sentences, i'm limited with my english like a C2 game on mobiles haha). I understand that the team has choices to do, and can't answer to the desires of everyone, but I think it's also important for each user to tell what he thinks is wrong or can be optimised, even if he's wrong, that's all, no madness at all :).

    Besides, and maybe i'm wrong, but i don't really agree: for me, C2 is sold as a crossplatform tool, based on html5. The technology is not the target : you can do games on ios with different technologies, html5 is one of them, but C2 is sold as targetting it for example (as you can see on the start page of the website, ios and android are at the same level as the others, with a little * leading to a more little sentence at the end of the page haha).

    But that's ok : just like you, if at the end i'm not happy, i will just go somewhere else to see if the grass is greeener (as we say in french, don't know if you have it in english), but if it happens, i think it's important for the team to know why they lose users, and to tell them what we think is wrong before it happens.

    Again, no madness, just an opinion. ;)

  • The big pb for me with C2, even if i like that software, is not cocoon or another one, but it's that we have to use third party programs like cocoon or others to reach mobiles on ios and android, and so the experience, the support and the technology are not unified : if you don't have a pb with C2, you can have it with Cocoon, or the opposite, etc... Ludei send you to Scirra, Scirra send you to Ludei, Scirra update, but not Ludei, well, it's not very helpfull, and for example, some things very important like the "layout by layout loading" are lost in the middle.

    They are alternative (Ejecta on IOS for example), but it's the community who "add" it, the team seems not really interesting in giving the users alternatives, and seems sometimes stuck with some other companies, like Ludei, i don't know why.

    So I think that what is really missing to C2, to get rid of all that, for people who want to reach mobiles, is that the soft has his own exporter to Android and IOS, in order to be independant of other softs, and to unify the process, and be able to use C2 at its fullest, which is not the case now. The team adds often new exporters, like balckberry, amazon, etc.. so why not for Android and IOS ? I mean, it's nice to have a blackberry exporter, but if some have to be here and done, that are the ones for Android and IOS. I prefer quality to quantity, and i really would prefer to have the main exporters than some "second hand" ones.

    At last, another thing with C2 is that a mobile is not a pc, the philosophy is different, so the problems encountered are too, and sometimes the team, even if they are very nice, doesn't seem to catch that, and some important features requested are seen like not important (like the choice of the fps for example. If Unity IOS exports in 30 fps by default, and like other soft offers you to change it the way you want, it's not for nothing - docs.unity3d.com/Documentation/Manual/iphone-iOS-Optimization.html). And when the answer is "it's useless", it bothers me, cause I really would prefer the team to give us the option, and see by ourself, what is best for our project, than having it deciding for us, the users, and closing doors. I prefer to have the choice, that to have a closed door to summarize.

    Beside that, i love working on C2, and i'm sure that soon we will be able to create "professionnal" games on mobiles :) (and i'm realling waiting the "layout by loyaout loading" added on android and ios for that, to my opinion it will be a big step in that direction, to be able to do "big" games)

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  • Thanks to your answer Ashley.

    No pb about the indication, it was just to tell, in case of cause i'm lost, but i don't often look at it, i prefer to test everyday on my device and measure it there.

    My pb is not the ram in itself, but the fact that just duplicate scenes increase it.

    i have around 40 sprites in total, including spreadsheets, 512 size max.

    I just duplicate scenes, so there are exactly the same, no more "new" objects. I'm around 100/150 max objects on a layout.

    Maybe i can send you my project to have a look at it ?

  • Hello.

    I read my ram on Instruments in Xcode.

    In construct2, the estimated use of ram indicated is 30.9 mb.

    I have 42 on the device.

    I know it's just a indication, but i have a big difference with what i have in real.

  • Nice to know ArcadEd.

    So for example, if I want to do an universal app, i don't need to do it at the resolution of the ipad3 for example (which is ram hell).

  • The only thing i'm waiting for in CocoonJs is the layout by layout loading, it will be a revolution if one day it's available :)

  • the image folder looks ok, no more images than the ones that are supposed to be used.

    Its weight is 1.11 mo.

  • Thanks to the both of you for your answers again :)

    I have the reading on Instruments (xcode).

    So, i made mesurements. I use a single eventsheet for all the project and i thought that maybe the pb could come from here, cause all the layouts are by consequence connected to it.

    I made 4 exports to test :

    1 - eventsheet present and 14 more layouts duplicated : 49 MB.

    2 - eventsheet present and i got rid of the 14 : 42 MB.

    3 - eventsheet deleted and 14 more layouts duplicated : 45 MB.

    4 - eventsheet deleted and i got rid of the 14 : 36 MB.

    i've not touch at all to the textures.

    I don't really know how to read that cause it's not very logical.

    Event if there is a pb with my eventsheet (i will search, but i don't know if the ram can be changed by that), it doesn't explain the big difference i have when this eventsheet is not in the project, between the built with 14 more layouts duplicated and the other one.

    I still have a huge loss of ram (9 mb).

    I'm too tired tonight to continue (lol), i maybe miss something somewhere. A good night and I will have fresher ideas on it :)