Taximan's Recent Forum Activity

  • Instead of subtracting hp from the enemy, pull a floor (random (100)).

    Then with two sub-events, subtract the damage.

    If random is higher than 50 it can do normal damage, and if it is lower than 49 it can do critical damage (it's just an example).

    I do not know if I explain myself well, my English is very bad.

  • I use beta version 1.27.

    I'll send my project to Ashley, so we'll have more information.

  • Your characters attack when you drag the object?

  • I managed to decrease the amount of memory by converting sprites to tilebadgrounds and reducing the quality of others.

    This is the result. And even so, at times the game gets to use 1000 mb.

    It is very sad to have to reduce the quality of my sprites, when the game works perfectly in C2.

    Also know this problem because they created options to manage the memria, but they are completely useless.

    I'm sorry for the enrage.

  • I already did it, it has no effect on memory...

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  • I do not know if I have explained my problem correctly (my english is very bad).

    This game in C2 worked perfectly in an android phone with a 1g of memory (it used 200 megabytes), in C3 it needs more than 800.

    The problem is in the spritesheets, which do not have any logic for grouping the sprites, and the game needs to load many spritesheets for a single level.

  • newt

    You have to limit how much you put into memory on each layout.

    That's what I need, but I do not know how to do it ...

  • Sorry for taking so long to write, I'm very busy at work.

    My games have more than 500 sprites, use tinypng to compress (decreases the download size, but not memory used).

    In this picture you can see the memory problem on C3.

    To load a small black sprite on all levels, you must load a lot of sprites that you would not have to use.

    And worst of all is that against more sprites has the game, the more memory you need to upload images that you do not use.

  • Memory is not a problem.

    I'm getting a lot of negative reviews on Play store, before my games needed 200/300 megs of memory, but I updated them to C3, and now they need more than 700, and they are the same game with the same sprites.

  • My game has many sprites of many sizes and with many animations.

    It could save a lot of memory if you could edit the spritesheet, because they are generated randomly wasting a lot of memory.

  • I decided to increase x2 the size of my sprites, and the result... the game needs less memory...

    That shows how badly it manages C3 memory, this seems a joke, but projects with many sprites can not run on phones with less than 4g memory.

    Before

    After increasing the size of the sprites

  • This is a sample of how bad C3 uses memory.

    The sprites of the levels are in different folders, but C3 creates groups that lose a lot of memory.

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Taximan

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