Vuuv's Forum Posts

  • Dear Ashley,

    I use construct now for more than one year and I really love it!

    But there is one thing that negatively affects my work

    I develop mobile apps and everybody knows about the problem with memory usage. I agree that mobile hardware is limited and we shouldn't use huge images in apps. But there are other applications, which use more than 400MB of images without any problems.

    I understand when C2 needs to load all images in the beginning (which is perfectly fine, since i can replace huge images with 1px * 1px images and reload them later when needed).

    But I beg you, please let me remove images from memory. I use CocoonJS and they even offer a function img.dispose(), which should unload the image from memory. But this doesn't work with C2 (I have no clue why).

    If C2 offers resource control (like unloading/loading images), huge apps won't be a problem anymore.

    ludei maybe you can contribute something to this discussion. I already contacted your support and posted in the forum, but didn't get any help yet.

    Thank you for your attention!

  • ludei I already posted this issue on your webpage but nobody could help me. I like to use the img.dispose() function in one of my c2 plugins but it doesn't work. When i replace the original image with a new 1 px image and call dispose() after replacing, the original image disappears from the memory log.

  • I replaced all huge images with small images and reloaded them after the game started and this worked. But when i dont need them I want to use the dispose() function to remove them from memory. This doesnt work. Its only possible to replace them with 1px*1px images again but somehow it still uses all memory.

    How do you see your memory usage? Cause all my images are shown with 0MB

  • Hi silverforce!

    The last week I spent a lot of time with cocoonJS and memory usage. I have a really huge game which is just running on latest devices so i decided to improve memory usage.

    The main problem is that all images are loaded into memory even though i don't use them on the current layout. I did some research and found a cocoonjs-only function for image objects: dispose(). Unfortunately this function isnt working properly with c2 (couldnt find out why). Currently i try to replace all images with 1px * 1px images.

    The idea is to unload all images i don't need and then reload them to the memory when needed. I tried to do this with the largest images and it worked... somehow. At least the game started on weak devices and i could change between layouts. BUT somehow when it reloads the big images again, it crashes.

    Maybe you have an idea how to solve this problem?

  • Maybe you should add some more information like which game features exactly you need and how the programmer profits (shared profit, single payment etc)

  • I already use GiveYourFontsMono. I just wanted to avoid Telyko's solution... thought maybe there would be a a beautiful solution for this problem.

  • I tried to change the colour with the effect and it works. But fps go down for 10...

    (on my phone its even a 20 fps drop)

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  • Wouldnt this affect the performance in a bad way?

  • Hey guys,

    I'm really surprised I didnt find a thread talking about coloring SpriteFonts.

    Isn't there any possibility/plugin to color a SpriteFont during runtime?

    It can't be a solution to have serveral different coloured spritefonts just to change color.

    Thanks in advance,

    Vuuv

  • Give me your email or skype and I'll contact you

  • I noticed the same thing a few days ago. It's really annoying since the forum search isn't as good as the results google gave me.

  • I also tried it, but sooner or later i got problems, when my objects needed different instance variables etc. So I decided to stay away from Tilemap object.

  • You need an animation that shows the tail.

  • Why would you want to do this?

  • No, you use Tilemap as background.

    For everything else create Sprites.