goldentreee's Recent Forum Activity

  • Thanks to your answer Ashley.

    No pb about the indication, it was just to tell, in case of cause i'm lost, but i don't often look at it, i prefer to test everyday on my device and measure it there.

    My pb is not the ram in itself, but the fact that just duplicate scenes increase it.

    i have around 40 sprites in total, including spreadsheets, 512 size max.

    I just duplicate scenes, so there are exactly the same, no more "new" objects. I'm around 100/150 max objects on a layout.

    Maybe i can send you my project to have a look at it ?

  • Hello.

    I read my ram on Instruments in Xcode.

    In construct2, the estimated use of ram indicated is 30.9 mb.

    I have 42 on the device.

    I know it's just a indication, but i have a big difference with what i have in real.

  • Nice to know ArcadEd.

    So for example, if I want to do an universal app, i don't need to do it at the resolution of the ipad3 for example (which is ram hell).

  • The only thing i'm waiting for in CocoonJs is the layout by layout loading, it will be a revolution if one day it's available :)

  • the image folder looks ok, no more images than the ones that are supposed to be used.

    Its weight is 1.11 mo.

  • Thanks to the both of you for your answers again :)

    I have the reading on Instruments (xcode).

    So, i made mesurements. I use a single eventsheet for all the project and i thought that maybe the pb could come from here, cause all the layouts are by consequence connected to it.

    I made 4 exports to test :

    1 - eventsheet present and 14 more layouts duplicated : 49 MB.

    2 - eventsheet present and i got rid of the 14 : 42 MB.

    3 - eventsheet deleted and 14 more layouts duplicated : 45 MB.

    4 - eventsheet deleted and i got rid of the 14 : 36 MB.

    i've not touch at all to the textures.

    I don't really know how to read that cause it's not very logical.

    Event if there is a pb with my eventsheet (i will search, but i don't know if the ram can be changed by that), it doesn't explain the big difference i have when this eventsheet is not in the project, between the built with 14 more layouts duplicated and the other one.

    I still have a huge loss of ram (9 mb).

    I'm too tired tonight to continue (lol), i maybe miss something somewhere. A good night and I will have fresher ideas on it :)

  • Thanks for your answer.

    By "duplicate" i mean "duplicate layout", the option you have when you right click on the name of a layout.

    I always use it when i do a level that has the same "base" as the previous one, maybe it comes from here ?

    Cause i didn't add more texture, just duplicated layouts and i lose ram.

  • Hello!

    I have a question/pb : i reduced my images, to win ram usage, then done a few levels and i saw that in fact, my ram has increased.

    After trying to understand, i thought that the only explanation could be that i created more layouts, even if my images were smaller.

    So i duplicated some scenes (14 times), and i lost around 8 mb of ram. I duplicated more and i lost more ram again (12 in total). I work on mobiles, and it's a huge lost of memory.

    It uses the exact same images (in spreadsheets or not), and it's just scene duplicated, so I don't understand why i have so much waste of ram.

    Did anyone notice it too before ?

    Is that normal ? Is it a bug or am I doing something wrong ?

    (i'm on r139 in case of)

    Thanks :)

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  • Is there the layout by layout loading in CocoonJS now ?

    I've not followed the recent developements ans that's really the only thing that would made me come back to it (i work with Ejecta on ios).

  • jayderyu :

    Well, it's a shame, but who knows, maybe my explanation will show to Ashley, and if i'm correct, that it would be very usefull when you try to target small or older devices (if you can think of the ipod/iphone4 as an old device).

  • Happy birthday :)

  • For me, and from what i understand, being able to have an option to chose between 30 or 60 fps would be a good feature, in order to match more easaly older devices.

    You can do that in Stencyl for exemple, with a lign of code.

    For example, I have framerate drops on my ipod4 with my project (an universal apple app), as i said on another thread, from 60 to 55, and i can really notice them, even if my fps is high for such a device : i would prefer to have a stable and solid 30, and my framerate drops to not be noticable.

    Idealy, being able to choose that framerate depending of the resolution of the device or whatever would be nice.

    It would give us a good window of safety concerning this point on older devices, as we can still make the game running at full speed with dt.

    But maybe it's difficult to implement, or would not look good, I don't know, or maybe i just understand badly how fps work, but in my mind, at the moment, it would be great !

    Otherwise, auto resizing images concerning the resolution, as i suggested before, would be the very best option, to my opinion : it would make us reach 60 fps really more easaly on the older devices, as the images would be divided by 2 for example :)

    Darklinki : timescale work on that devices for example, so maybe it's possible to implement it, even if it's different of course.

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goldentreee

Member since 24 Jan, 2013

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