ArcadEd's Forum Posts

  • So I made a few changes, essentially getting rid of 4 of the 1024x1024 pngs and the memory usage when from 203 to 190. A step in the right direction for sure.

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  • Does the transparent space in each sheet not matter towards memory usage? I'm curious because I have several sheets that all the images would fit on a 256x256 sheet, but instead is using a 512x512.

    I'm sure it's just for some reason that I don't understand, and will once this thread is done .

    Here are a few where the images would fit on a smaller sheet.

    The frenzy one for example, each image is 256x64. All 4 should fit in a 256x256 sheet, right?

  • it might not be thats just what i assumed because i noticed on every mobile export ive done (android,Windows Phone,IOS) but not when i test in the browser

    also i just thought where are you looking at memory use in xcode because i now when the app loads is when it has its higher mem use then it goes down and and if your looking at the wrong place you might be looking at that peak usage and not what it is using?

    I'm using the built in instrument tools without Xcode. It gives me a constant rundown of how much memory my app is using on the device during the entire time I am playing the game. Since all assets are loaded in at the start, the number stays pretty constant. CJS does a good job of freeing up memory when it needs it or gets memory warnings, but this can sometimes cause little hiccups depending on the device.

  • Well, I think I am getting closer. I just went through the exported folder and I have 30+ sprite sheets in the 1024x1024 size. That's about 144mb right there (4mb x 30).

    Plus a 2048x2048 and several 512x512. All together, I am going to gather it equals about 200mb of memory usage. Now the question, is there a way to combine some of these? It seems like C2 create a sprite sheet for each object and puts as much on it as it can, but doesn't combine them.

    A good example is my store icons. Each is it's own object.

    I guess this is a consideration when creating the game from the beginning . Now my game is completely playable on all newer devices as I have tested it on, I'm just trying to learn how to optimize it more.

  • I can't imagine what would be 100mb of memory usage from the wrapper overhead. I have heard file sizes are bigger, as in download sizes, but not memory usage. Can you link me to any threads that talk about it? Thanks.

  • Just doing final checks on my game. Right now in the debugger I got it down to 94mb memory usage. Great, since it was running around 230 before I started to optimize .

    Anyway, when I load the game up in Xcode (CJS exported) and run Instruments to test how much memory the game is actually using on my iPad mini it comes in around 203mb. I am using the Preload Sounds setting for my project, could this extra 100+ mb of memory be my sound files? All my sound files combined is 2.4mb, but I am not sure how they translate into memory usage. Audacity shows them at 44hz 16 bit stereo sound. If sound could make this big of a difference, I would consider down sampling them if need be.

    If it's not the sound, what could attribute to the increased 100mb of usage from the debugger to xcode?

    Ashley, any input would be great.

    I reread the recent memory management post and I have a better understanding of sound. I have 48 individual sound files. Even assuming each one is 1 second long (though most are not), that would only equal about 8mb of memory. Unless my math is off, but 172kb per 1 second of stereo sound, times 48 = 8,256kb.

  • I ran it in my Hungry Hal game which isn't a big game, but has lots of graphics. It seemed to run fine in both cases in NW, so no sure how helpful this will be. My game just might not be big enough to have the issues.

    CPU LAG:

    dt: 0.03399 | FPS: 30
    dt: 0.033 | FPS: 30
    dt: 0.03399 | FPS: 30
    dt: 0.03399 | FPS: 30
    dt: 0.03399 | FPS: 30
    dt: 0.03399 | FPS: 30
    dt: 0.033 | FPS: 30
    dt: 0.03399 | FPS: 30
    dt: 0.03399 | FPS: 30
    dt: 0.03399 | FPS: 30
    dt: 0.03399 | FPS: 30
    dt: 0.033 | FPS: 30
    dt: 0.033 | FPS: 30
    dt: 0.033 | FPS: 30
    dt: 0.03599 | FPS: 30
    dt: 0.035 | FPS: 30
    dt: 0.03499 | FPS: 30
    dt: 0.035 | FPS: 30
    [/code:3bqpszag]
    
    GPU LAG:
    [code:3bqpszag]dt: 0.03399 | FPS: 29
    dt: 0.033 | FPS: 29
    dt: 0.033 | FPS: 29
    dt: 0.03399 | FPS: 29
    dt: 0.033 | FPS: 29
    dt: 0.03399 | FPS: 29
    dt: 0.03299 | FPS: 29
    dt: 0.033 | FPS: 29
    dt: 0.03399 | FPS: 29
    dt: 0.035 | FPS: 29
    dt: 0.03399 | FPS: 29
    dt: 0.03299 | FPS: 29
    dt: 0.03399 | FPS: 29
    dt: 0.033 | FPS: 29
    dt: 0.03399 | FPS: 29
    dt: 0.033 | FPS: 30
    dt: 0.033 | FPS: 30
    dt: 0.03399 | FPS: 30
    dt: 0.033 | FPS: 30
    dt: 0.03299 | FPS: 30
    dt: 0.034 | FPS: 30
    dt: 0.03299 | FPS: 30
    dt: 0.03399 | FPS: 30
    dt: 0.039 | FPS: 30
    dt: 0.03399 | FPS: 30
    [/code:3bqpszag]
  • For me.

    Before Throttle:

    After Throttle:

    FYI.

  • Thanks for the info. I'll look over it.

    The problem does not happen on a samsung tablet, but I believe this tablet has more memory(RAM) and the fps never drops below 60.

    My game is using a lot of memory, debug shows it around 130mb during game time. Could be a factor.

  • Hmm, that's in interesting idea. Yeah, they do destroy and create often, but it's all random, how many are on screen.

    I'll play around with some ideas, thanks.

  • Hmm, maybe checking if fps drops below, set time scale, etc. I could, but I also have a slow motion power up I would need to configure. Might be worth it, I guess I could try.

    Just not sure it will actually fix the issue.

  • My game can fluctuate from 45-60fps during play on an ipad2 using CJS. When the fps does fluctuate, it doesn't just smoothly slow down the game, it kind of skips/lags a bit. A lot of my game is determined by bullet speed on several objects coming at the player, along with backgrounds.

    I'm trying to figure if there is a way to "smooth" out that slowness. In old arcade and NES games, when the screen got loaded with bad guys, the game would kind of slow down for a bit, is that possible in C2? Or do I just need to live with the jitterness or try to get the game running at 60fps consistently?

    I feel like I missing an obvious optimization step.

    My game is an infinite runner. Everything is moving towards the player. Backgrounds, boxes, tires, etc. If there is something I can look for, that would be great. I know I am not giving much to go off. Just imagine it as a bunch of different sized bullets constantly spawning off screen and heading towards the player .

  • Thanks guys, I wanted to make sure I wasn't missing something by just exporting as phonegap and using phonegap build. My game never starts on my device, just crashes back to the ipad desktop. Now that I know I am going about it right, I'll start troubleshoooting.

  • I'm a bit confused on all the new phonegap information. Say I wanted to target only iOS8 for my upcoming game. I understand phonegap is probably the way to go, but all the information in C2 about phonegap (when you export, the links to tutorials) all point to old phonegap information. Is all of this still accurate?

  • Curious, how would you accomplish this auto switch to a lower res?