Vuuv's Recent Forum Activity

  • I wish my games would run in ejecta at all... When I use it on my Ipad4 the game always crashes. XCode Debugger shows me a 1GB ram usages in the beginning for a few seconds...

  • I just tried to give Ejecta a chance and exported it to my Ipad and it crashed.

    I know my app is big and won't run on devices with less than 1GB Memory, but with cocoonjs there has never been a problem on ipad 4.

    I used the XCode debugger and saw that ejecta needs 1GB Memory in the very first beginning and 700MB during runtime.

    Unfortunately the XCode debugger won't work with the CocoonJS Project so I cant tell you how much memory cocoon needs.(it always says I have the wrong architecture - no matter which settings I use. If anybody has a hint for me, I'd be very glad).

    But fact is my app runs smoothly with Cocoon but not at all with Ejecta.

  • I had the same issue. The only solution I found is to create a helper family with the object in it.

    Object.Variable = Family.Variable

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  • Dear Ashley,

    I use construct now for more than one year and I really love it!

    But there is one thing that negatively affects my work

    I develop mobile apps and everybody knows about the problem with memory usage. I agree that mobile hardware is limited and we shouldn't use huge images in apps. But there are other applications, which use more than 400MB of images without any problems.

    I understand when C2 needs to load all images in the beginning (which is perfectly fine, since i can replace huge images with 1px * 1px images and reload them later when needed).

    But I beg you, please let me remove images from memory. I use CocoonJS and they even offer a function img.dispose(), which should unload the image from memory. But this doesn't work with C2 (I have no clue why).

    If C2 offers resource control (like unloading/loading images), huge apps won't be a problem anymore.

    ludei maybe you can contribute something to this discussion. I already contacted your support and posted in the forum, but didn't get any help yet.

    Thank you for your attention!

  • ludei I already posted this issue on your webpage but nobody could help me. I like to use the img.dispose() function in one of my c2 plugins but it doesn't work. When i replace the original image with a new 1 px image and call dispose() after replacing, the original image disappears from the memory log.

  • I replaced all huge images with small images and reloaded them after the game started and this worked. But when i dont need them I want to use the dispose() function to remove them from memory. This doesnt work. Its only possible to replace them with 1px*1px images again but somehow it still uses all memory.

    How do you see your memory usage? Cause all my images are shown with 0MB

  • Hi silverforce!

    The last week I spent a lot of time with cocoonJS and memory usage. I have a really huge game which is just running on latest devices so i decided to improve memory usage.

    The main problem is that all images are loaded into memory even though i don't use them on the current layout. I did some research and found a cocoonjs-only function for image objects: dispose(). Unfortunately this function isnt working properly with c2 (couldnt find out why). Currently i try to replace all images with 1px * 1px images.

    The idea is to unload all images i don't need and then reload them to the memory when needed. I tried to do this with the largest images and it worked... somehow. At least the game started on weak devices and i could change between layouts. BUT somehow when it reloads the big images again, it crashes.

    Maybe you have an idea how to solve this problem?

  • Maybe you should add some more information like which game features exactly you need and how the programmer profits (shared profit, single payment etc)

  • I already use GiveYourFontsMono. I just wanted to avoid Telyko's solution... thought maybe there would be a a beautiful solution for this problem.

  • I tried to change the colour with the effect and it works. But fps go down for 10...

    (on my phone its even a 20 fps drop)

  • Wouldnt this affect the performance in a bad way?

  • Hey guys,

    I'm really surprised I didnt find a thread talking about coloring SpriteFonts.

    Isn't there any possibility/plugin to color a SpriteFont during runtime?

    It can't be a solution to have serveral different coloured spritefonts just to change color.

    Thanks in advance,

    Vuuv

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Vuuv

Member since 24 Mar, 2013

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