Joannesalfa's Recent Forum Activity

  • one big sprite with some color palettes will have 10 mb of memory, then a pack of 30 sliced sprites from big sprite will have same memory 10 mb.

    I have another project uses 2 or 4 colors, C2 says it uses 1.5 mb memory usage, then it's on preview using chrome, it uses less than 5 mb of memory.

    I was wondering if I make an another project without sprites, I use text and set as ImageMemoryusage expresssion, then started to run and it says 9.68 mb of memory by a plain white background, that's odd.

  • Aphrodite Oh I see, it does store information in memory, anyway alpha option for Replace color would be useful in some cases.

  • Eisenhans Oh really? I thought it would be another solution from this article, however you say it doesn't make sense and change anything, well I guess splitting sprites is useless now. My project contains 1.5 mb of download and 50 mb of memory usage, I'm looking alternatives to reduce memory images, my background images are splited by half width to avoid more than 1024. I'm wondering we have no expression to get value memory usage per layout, no at all. Anyway Thanks for clearing.

    Aphrodite Talking about composing, maybe it helps but sometimes I did it in the past, could not use compose again because it would require a lot of non-animated objects on screen would degrade performance because C2 engine doesn't have culling object, however it's only for decorations because It doesn't explain about a big background like curved road and landscape without decorations, if we do slice sprites over this big background, well it doesn't make a difference as you say it's not worth the effort, I don't have idea what's another solution that it will be better. So what's another solution?

    Mention to PS, I never thought like that, since when I did like that?

  • According to page in Mobile overdraw section:

    https://www.scirra.com/blog/112/remembe ... our-memory

    This text says a solution:

    [quote:2ltb5mq1]The solution here is again to prefer using small images instead of large ones. A large image will eat up lots of the mobile's drawing budget in one go, whereas it's easier for it to render several spread out smaller objects. For example, a window-sized sprite to add borders round the edge of the screen is very inefficient, since the transparent pixels in the middle still use up the draw budget; using four separate sprites for each edge of the screen would be a lot faster.

    I would like to review this solution, let me show you the examples.

    This is a sprite to set as background:

    It has 800 px of width and 336 px of height, basically it's not good idea to draw on mobile, the solution says 4 separated spirtes for each edge of the screen would be a lot faster, it makes me to think we should split this sprite into 4 pieces.

    Each sprite has 400 px of width and 168 px of height, does it help?

    Otherwise if you're going to say use power of two, let's see, it's using 256.

    8 pieces using power of 2.

    I'm not sure it would consume more memory usage than four pieces due to transperency.

    What's is the best method?

    Thanks.

  • Aphrodite It makes sense, also I was confident about skipping to render alpha of 0, too bad it does draw alpha of 0.

    Thndr Yes, I forgot about Replace color effect as webGL effect, it would work for team color. Current replace color effect doesn't have alpha option. There a difference between WebGL renderer and WebGL effects, actually the effects may cause performance drop.

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  • Ashley Hmmm... It makes me to think about PNG files without big transparency background would not cause performance drop.

  • Aphrodite Thanks for the info, but I'm interesed to know about the performance and memory usage for using color manipulation.

    Ashley I already know that why you didn't answer my question about performance and memory usage. Can you?

    Not only for transperency, this method is used to make house colors. (RTS games have team color like red, blue, etc. more like team color)

  • I'm just wondering, I've seen old sprites from classic games, they used Magenta as registered color to make transparent background in runtime, do sprites with magenta background as transparent improve the performance and reduce memory usage?

  • Actually, I think found something, it was On animation finished trigger.

    EDIT: Not only this animation event, some events cause breakpoints, It seems, it's a change break due to "Some further event engine optimisations, particularly aimed at making triggers faster to fire"

    I cannot tell you the details, I'm sure it has do to something with group toggle events.

  • I have a complex project , it worked everything with r165, then it's updated by r166, now the event stopped working for comparing instance variables for families. I made simple reproductions but they worked, it's very complicated to get this bug. It's not about game design and bad code, everything worked in r165.

    Did you guys have some project using all type of instance variable from families and test with r166?

  • Yes, it's worst, I'm using Nexus 7 tablet and this website is just a insane performance drop.

  • Isn't viable to port this feature to Ejecta X for Android?

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Joannesalfa

Member since 8 May, 2011

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