ArcadEd's Recent Forum Activity

  • I got game center working today. My problem was my iPad wasn't set to developer-sandbox mode for game center. I am now able to test it in xcode on my device.

  • I'm having issue exporting to phonegap still. All the build process is working fine, I am getting the .ipa. Just testing the game always crashes back to ipad desktop.

    Are their known plugins that are not compatible with Phonegap?

  • I tried phonegap build, it still crashes upon loading. I'll stick with CJS for now.

  • Will all my changes, I got it to about 140mb on the ipad. I'm pretty happy with that. I'm going to try phonegap now and see what's up.

  • I'll give it a shot, I tried it before and the game just crashed out. I don't mind it being ios8.

    Thanks

    Ed

  • No tiled backgrounds, this is just by exporting the game and looking at the sprite sheets that are created and seeing how I could reduce the size of them, or eliminate some all together. Like my FRENZY example earlier, all 4 images were 256x64, which I figured would fit on a 256x256 spritesheet, but they don't. By reducing each sprites size to 254x62, they were all able to fit on a 256x256 sheet, saving precious memory. Hope that makes sense.

  • Wow, just by making these slight changes the value in the debugger (which was 103mb during gameplay) is down to 65.

    When I get back to my mac I am going to check it out and see how much changed. YaY!

  • I might try ejecta again and see, I haven't used it in a while, mostly because it was iAd only. For this app, I might actually use iAds so it might work out.

    However I am getting far with optimizing. It's good to note that you do need a 2 pixel buffer for the image sheets. I had all of my graphics set to a power of 2 (256, 512, etc). This actually causes more sprite sheets than needed. If I reduce size of all of them by 2 pixels, I can squeeze more on each sheet, creating less total sheets.

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  • By removing all the dead space from around my animations I was able to clear up another 6 1024x1024 images . Isn't optimizing fun. Really makes me appreciate how amazing C2 is and the work and thought Ashley has put into the exporting process. You probably don't get enough credit for the behind scenes stuff like this, and it's pretty freaking impressive.

  • Also, I keep hearing about crosswalk, but that is not an option for IOS, correct?

    What is the go to solution for iOS right now that has memory management? Is it Ejecta?

  • Thanks Ashely, I do understand that CJS loads up everything at once. Which is fine, a majority of my project is the main game anyway, there isn't much that would take advantage of the layout by layout loading anyway. If I got as good of FPS in crosswalk as I did in CJS, I might consider switching.

    Thanks for the answers and I will work it from there. I'll keep trying crosswalk to see if it improves for me.

  • I tried that and it didn't work, maybe more than one pixel is needed? But yeah, seems like a good approach. Little by little .

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ArcadEd

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Member since 3 Jul, 2012

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