Cruzz's Recent Forum Activity

  • Just an extra information that I found in the past few hours and could be useful to anyone trying to reduce memory usage:

    When I downsized normal image sprites (even the big ones) the memory didn't go down much.

    But then I downsized a sprite with animation and it went down 100MB!!!

    (The sprite was present in many layouts, but it's still amazing! Makes sense, though)

    So from that moment on, I just went for those sprites and got my game down to 150 in minutes.

    Hope this is helpful!

  • Hey,

    I'm on the right track!

    Got the memory usage down to 300MB and now it finally works on some tablets!

    I'll keep optimizing until I reach around 150MB!

    I'm really happy and beyound grateful for all the help provided here!

    Thank you all so much!!

    I hope this post can help someone in the future.

    I've marked it as "Solved".

    See you guys around :)

  • A lot of small images / tiles is a lot better than having only a few big images / tiles.

    I'll keep that in mind when optimizing the game.

    By the way, when you say you resized images, how much are we talking about? Not the spliting, the resizing.

    I had huge background pictures (those I don't want to split) and i'm resizing them.

    They were like 2000x1000px and I resized to 1000x500. But I feel they are still too big...

    How many events does your biggest eventsheet have?

    Around 4000

  • Ok, maybe the answer to this will be a obvious "YES", but does the fact that like 70% of my game "engine" (i.e. the battle system) is in just 1 event sheet have a big impact on memory usage? Or it doesn't matter?

  • Yes, I have been resizing images for the past hours. Hope it works.

    700 to 140? Wow! What do you mean by "spliting" images?

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  • here some tips: In the "Project bar" go right click on the project name, then "tools" -> "view project statistics". There check this sentence: "Estimated peak memory usage is..." For mobile games you should try to keep it around 150 MB or less. I don't recommend to go above that because then you will have especially older / cheaper phones / tablets which can't handle the memory usage.

    I just did that. It's 594 mb!! Daaaaamn!!

    Well, I guess at least I found the problem.

    Now, time to restructure the whole game, I guess -_- AHAH!

  • Wow, that's a lot of helpful tips there!

    Thanks, Kyatric and CGamez. I'll be sure to check all that today!

    400 doesn't sound unreasonable. Do you have some large sprite(s)? Maybe something over a couple thousand pixels wide and tall?

    Don't think so. I get a warning message whenever I try to export a project containing a large sprite, so I don't think that's the case. But I'll be sure to check it manually, just in case.

    Thank you guys for your help. Now I have plenty of clues to follow! Till now, I've been trying alone for weeks, with no idea where to start.

    Hopefully I'll get around this issue! I'll let you know when I do :)

  • You might be running out of memory if it'S an old tablet

    I see... You're probably right...

    The weird thing is that, so far, no tablet (that I know of) has been able to run it.

    Anyway, could the huge ammount of images in the project be the cause of the excess memory usage? (I was hoping the "deduplicate" feature would save me from that problem, since there are many cloned objects in the project. Looks like I was wrong)

  • Additional information:

    In an attempt to find the problem, I created a backup of my project and have been experimenting with it.

    This is what I tested:

    -Deleted all the event sheets from the project - still didn't run on tablet

    -Deleted all layouts from the project (except starting layout) - still didn't run on tablet

    -Deleted all images/object types from the project (except the image at the starting layout) - RAN ON TABLET

    What does this mean??

    Are the images the problem?

    Is there one image in there that's breaking the game?

    Are there too many images (there are 415) ?

  • does it run on a tablet if you do a remote preview? or an HTML export?

    No, it has the exact same behaviour as when I run the installed app...

    are you using any plugins that require a feature only found on phones?

    I don´t think so. I'm using just the most basic and standard plugins (audio, sprite, touch,...).

    Any clue what it could be? :(

    Thank you for your time.

    HCF

  • Hello.

    I've made a game using C3 and published it for Android.

    It's now available on the Play Store and works on every phone.

    The problem is this: it doesn't run on any tablet. The loading bar runs, and then the app just closes. No message.

    I know there could be many reasons for that, but what could possible be the cause for preventing it to specifically run on ANY tablet, while running on every phone? How can I pinpoint the cause?

    I'm totally lost...

    I searched the forum, but I couldn't find another case like this.

    Thanks in advance for any help.

    HCF

  • Thanks, man! That's actually a good idea!

    Now let's see if I can pull it off Some tutorials here and there and i'll get there!

    Thank you!

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Cruzz

Member since 8 May, 2016

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