Lunatrap's Recent Forum Activity

  • it would be great!

  • Hi guys...is there a way to free memory??

    i want to give the player the option to turn off for example, water effects...so if they dont have a powerful Pc they can set water affect to low...

    i tried to code, that when water effects varialbe is 0 destroy all the fancy affects...but when i destroy then they dont free space on the memory...

    i have an option to not respawn particles if the players wants it or not...

    can you think of any method to give me player the option to play the game using less memory??

  • I think a general rule of thumb if you want to reach a wide range of devices would be something like:

    For mobile games: avoid going over 200mb (going over 100mb will probably still rule out devices with <1GB memory)

    For desktop games: avoid going over 400mb (going over 200mb will probably still rule out devices with 256MB VRAM)

    Exceeding those amounts will probably make your game only possible to run on high end devices, reducing the number of players who can play your game.

    The OS and other applications will still be using VRAM, so to fit your game on a graphics card with 512 MB VRAM alongside the OS and other applications, it's probably best to stay under 400mb.

    Consider using Spriter for animations - it's far more memory efficient. Also your screenshot appears to include a lot of redundant images (the blocks/slopes). Construct 2 should deduplicate truly identical images, but consider re-using the same ones if at all possible.

    I was aiming for 512mb well i guess i was near the point of 400

  • =) im aiming to use 512mb of Vram =)

    my boyfriend its a very skillful artist and a profesional animator (he worked at a animation studio before this)

    and im glad we can feel a little more freedom wiht our art...to make the best looking game we can

  • > the game in working on will be the best ;D... im not saying this for bragging but beauce my bf is working really hard to make it look awesome

    >

    > i hope you guys make games that look beutiful to have some healthy competition

    >

    That's the spirit! I always look forward to what others can achieve as it inspires me to do better.

    thanks!!! good luck!

  • thats right, tirgger once...runs once, and it will run again until there is some kind of change on the variables or coditions....

  • the game in working on will be the best ;D... im not saying this for bragging but beauce my bf is working really hard to make it look awesome

    i hope you guys make games that look beutiful to have some healthy competition

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  • very interesting thread... i learned a lot

    thanks

  • Oh my god!!! dont give up!!! your characters look SOOOOO cute!!!

    please, optimize your code.... reduce your loops and check ashley's tutorials about performance...

    dont give up

    im sorry i cant give you any tips becaue im an ignorant when mobile is about...im pc...but i dont see anything wrong about your code...except those loops...

    your art its super cute

  • its pretty obviuos that your project or your pc is not running webgl, but canvas2d... that why you get bad pefromance.

  • > sorry. i figure it out...i had a separate event screwing up the event about the % and my textbox was showing fake info thanks a lot to both of you guys...

    >

    > i feel silly now.

    >

    Mistake happens to everyone^^

    For the future you might want to try to use the debugger to check the true value of the variable, to see if it is correct

    =) thanks...thats a good tip

  • sorry. i figure it out...i had a separate event screwing up the event about the % and my textbox was showing fake info thanks a lot to both of you guys...

    i feel silly now.

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Lunatrap

Member since 12 Jul, 2013

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