goldentreee's Recent Forum Activity

  • Thanks Ashley.

    No link to the memory manager, i just add more instances of the same sprites, that's all, and the ram increases (a lot). But maybe what you want to say is that it's normal thats this happens with that software (cause in my head memory manager means "layout by layout loading", but maybe it's more than just that, and includes the management of the instances).

    Whatever there are no solutions to my pb, so done.

  • A last post about that and if there is no solution or answer, well, forget it, i will do with it.

    Just to detail what i have :

    My game uses 42 mo (with ejecta, 50 with cocoon, but it's not linked to my pb, ejecta has just a better use of ram) on my devices. 12 are the "base" that you can't get rid of, the rest is what i did, so around 30. My pb is that i'm only using that in my images folder :

    7x256 > 1.8 mo (spritesheets)

    4x128 > 0.2 mo (spritesheets)

    4x512 > 4.2 mo (spritesheets)

    2x64 > 0.03 mo

    8x8px > like nothing

    (if i was good in calculate the use of ram as written by Asley here : scirra.com/blog/112/remember-not-to-waste-your-memory)

    I'm doing nothing specific in my code, but i noticed that the more events you have, the more it uses memory too, even if it's not enormous, it's there (i have actually around 300 events in total).

    So whatever, it's just to show that my game is optimised on that point, cause it doesn't change the pb : i don't know why i'm using so much ram, and why when i re-use my graphics, or duplicate a scene, the ram increases so much, even if i don't add events.

    Ashley : can i send you my project to have a look ? Maybe i'm doing something wrong somewhere or maybe you can see what is not working ?

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  • +1:

    I know it starts to be off the topic, so i will not be long, but i tried to use the URL request in empty sprites and it works very well to load an image (with effectively a slight delay), but it stays in the ram of the project once it's loaded (well, at least i din't find how to clear it from the ram if it's possible), so it's not exactly like a layout by layout loading, but it can be nice to reduce the time of the 1st loading for example.

  • I have the same pb with both cocoonjs and ejecta, so i suppose it comes from C2.

  • Me again. I think it's linked to the number of instances.

    When i duplicate a layout with 100-150 objects, it adds around 1 mo.

    When i duplicate a layout with 300 objects, it adds around 2 mo.

    So obviously, i don't know if it's a bug or not, but it seems to be linked to the total number of instances.

  • I still have the pb.

    Even if i add no new images, each time i create a new layout and use images sprites used already in the project, or duplicate a layout, without adding nothing, my ram increases. (ios)

    Can the total number of object in the project be the cause of that ? Maybe each instance takes a piece of memory ?

    Can it be a graphic card pb ? (mine is up to date)

  • Thanks for your answer, it was very clear. :)

  • +1:

    I don't know if I can ask you that, cause I don't really understand how far you can go in the work with Ejecta, and i'm far away to be a programmer, but do you think we can expect to have someday the memory manager (the layout by lauoyt loading) working on Ejecta ? It would be incredible, but I suppose it's linked to the improvements in webgl of Ejecta.

  • 0plus1

    1. Do you suffer from any performance loss each time you exit to iOS main menu and back again into your game? (without quitting the game itself). For mine I noticed it wasn't as smooth as when I first launch the game.

    I have it too at my end, but only with the beta version: if i use the last stable one, the pb is not here at all, and everything works well.

    Maybe try to use the stable version if it was not already the case. Otherwise i don't know, maybe try "webgl" off.

  • Ashley :

    Thanks for your answer! It's good news to see that you start to search for alternatives. Maybe you can have a look to Ejecta on IOS, it works perfectly, the only thing missing is the memory mangement, but maybe you can add it ? As you know, 0+1 has already done an external exporter.

    Speaking about the memory management, here is the answer Ludei gave me on their blog, but maybe i not used the good words and they misunderstood, cause i said "layout by layout loading", otherwise, if i understand well, it seems that Ludei was not really considering it :

    "Hi,

    We�re working on improve the iOS7 support for the next update and yes, the controller will be ready.

    We don�t have nothing about the layout by layout loading at moment, but thanks for the feedback. Some Construct2 users sent us messages about it so will consider.

    Thanks!"

  • ArcadEd : i don't know if the "mad of" was for me, but i'm not :) (but maybe it's my broken english which gives that impression, cause i tend to use straigforward words and sentences, i'm limited with my english like a C2 game on mobiles haha). I understand that the team has choices to do, and can't answer to the desires of everyone, but I think it's also important for each user to tell what he thinks is wrong or can be optimised, even if he's wrong, that's all, no madness at all :).

    Besides, and maybe i'm wrong, but i don't really agree: for me, C2 is sold as a crossplatform tool, based on html5. The technology is not the target : you can do games on ios with different technologies, html5 is one of them, but C2 is sold as targetting it for example (as you can see on the start page of the website, ios and android are at the same level as the others, with a little * leading to a more little sentence at the end of the page haha).

    But that's ok : just like you, if at the end i'm not happy, i will just go somewhere else to see if the grass is greeener (as we say in french, don't know if you have it in english), but if it happens, i think it's important for the team to know why they lose users, and to tell them what we think is wrong before it happens.

    Again, no madness, just an opinion. ;)

  • The big pb for me with C2, even if i like that software, is not cocoon or another one, but it's that we have to use third party programs like cocoon or others to reach mobiles on ios and android, and so the experience, the support and the technology are not unified : if you don't have a pb with C2, you can have it with Cocoon, or the opposite, etc... Ludei send you to Scirra, Scirra send you to Ludei, Scirra update, but not Ludei, well, it's not very helpfull, and for example, some things very important like the "layout by layout loading" are lost in the middle.

    They are alternative (Ejecta on IOS for example), but it's the community who "add" it, the team seems not really interesting in giving the users alternatives, and seems sometimes stuck with some other companies, like Ludei, i don't know why.

    So I think that what is really missing to C2, to get rid of all that, for people who want to reach mobiles, is that the soft has his own exporter to Android and IOS, in order to be independant of other softs, and to unify the process, and be able to use C2 at its fullest, which is not the case now. The team adds often new exporters, like balckberry, amazon, etc.. so why not for Android and IOS ? I mean, it's nice to have a blackberry exporter, but if some have to be here and done, that are the ones for Android and IOS. I prefer quality to quantity, and i really would prefer to have the main exporters than some "second hand" ones.

    At last, another thing with C2 is that a mobile is not a pc, the philosophy is different, so the problems encountered are too, and sometimes the team, even if they are very nice, doesn't seem to catch that, and some important features requested are seen like not important (like the choice of the fps for example. If Unity IOS exports in 30 fps by default, and like other soft offers you to change it the way you want, it's not for nothing - docs.unity3d.com/Documentation/Manual/iphone-iOS-Optimization.html). And when the answer is "it's useless", it bothers me, cause I really would prefer the team to give us the option, and see by ourself, what is best for our project, than having it deciding for us, the users, and closing doors. I prefer to have the choice, that to have a closed door to summarize.

    Beside that, i love working on C2, and i'm sure that soon we will be able to create "professionnal" games on mobiles :) (and i'm realling waiting the "layout by loyaout loading" added on android and ios for that, to my opinion it will be a big step in that direction, to be able to do "big" games)

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goldentreee

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