aem215's Recent Forum Activity

  • It's not the file size but the memory usage.

    Compressed PNG 8bit or JPG don't use much filesize, but once they load into memory as a texture, they become massive. A blank 1280 x 720p sprite for example, is probably a 1kb JPG, but its actually a 16MB texture in memory due to being placed into 2048 x 2048 texture.

    My Ninja game is only 17mb exported but CocoonJS loading all the assets into memory = 450MB into ram on start, crashing devices with 768MB or less ram.

    Are there any decent methods to cut down on the memory usage of pngs? That's what all of our images are.

  • We are not using any 3rd party plugins. In construct, the memory use in the status bar says our game is using 382.3mb. If this gets multiplied by 4 when exporting using Cocoon and played on the phone, I can clearly see why the game is crashing. Is there any way to lower the amount of memory used by the game?

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  • I exported my game using the CocoonJS option. I then copy the zip file onto the CocoonJS app on my iPhone through iTunes. Whenever I try launching the game on my iPhone, the screen goes black for 5 seconds and then the CocoonJS app crashes. What could the problem be?

  • What is the most efficient way of supporting multiple screen sizes(iphone 4, iphone 5, ipad, ect.) when exporting my game through CocconJs?

  • I have attempted to export my game to iOS using both the Intel XDK and Cocoonjs and both times it would not run on my phone using the apps both Intel and Cocoonjs provide.

    Has anyone else had these problems and if so, how did you fix it?

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aem215

Member since 31 Jan, 2014

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