Taximan's Forum Posts

  • I managed to decrease the amount of memory by converting sprites to tilebadgrounds and reducing the quality of others.

    This is the result. And even so, at times the game gets to use 1000 mb.

    It is very sad to have to reduce the quality of my sprites, when the game works perfectly in C2.

    Also know this problem because they created options to manage the memria, but they are completely useless.

    I'm sorry for the enrage.

  • I already did it, it has no effect on memory...

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  • I do not know if I have explained my problem correctly (my english is very bad).

    This game in C2 worked perfectly in an android phone with a 1g of memory (it used 200 megabytes), in C3 it needs more than 800.

    The problem is in the spritesheets, which do not have any logic for grouping the sprites, and the game needs to load many spritesheets for a single level.

  • newt

    You have to limit how much you put into memory on each layout.

    That's what I need, but I do not know how to do it ...

  • Sorry for taking so long to write, I'm very busy at work.

    My games have more than 500 sprites, use tinypng to compress (decreases the download size, but not memory used).

    In this picture you can see the memory problem on C3.

    To load a small black sprite on all levels, you must load a lot of sprites that you would not have to use.

    And worst of all is that against more sprites has the game, the more memory you need to upload images that you do not use.

  • Memory is not a problem.

    I'm getting a lot of negative reviews on Play store, before my games needed 200/300 megs of memory, but I updated them to C3, and now they need more than 700, and they are the same game with the same sprites.

  • My game has many sprites of many sizes and with many animations.

    It could save a lot of memory if you could edit the spritesheet, because they are generated randomly wasting a lot of memory.

  • I decided to increase x2 the size of my sprites, and the result... the game needs less memory...

    That shows how badly it manages C3 memory, this seems a joke, but projects with many sprites can not run on phones with less than 4g memory.

    Before

    After increasing the size of the sprites

  • This is a sample of how bad C3 uses memory.

    The sprites of the levels are in different folders, but C3 creates groups that lose a lot of memory.

  • Order all sprites in their folder, the game needs less memory, but it is still much higher than C2.

    I may not understand his, my English is very bad :p

  • Use C3 to update all my C2 games, but the use of RAM is multiplied by 3.

    Just change code, the sprites are the same.

    I think I found the answer to the problem.

    In one of my games C2 generates 532 Spritesheet, C3 only 167.

    C2 only loads the necessary sprite sheet into memory, C3 loads many sprit sheets with unnecessary sprites.

    Against bigger is my game, more memory needs in phases that are finished long ago.

    This is a huge problem for big-size games.

    In this example you can see how C3 loads a Spritesheet 2048x2048 in the 20 fases that poses the game, The more sprites you have, the more Spritesheet you need to load in all fases of the game.

    Sorry for my English... is very bad...

  • I think I found the answer to my problem.

    The same game exported in C2 needs 600m less memory to run than on C3.

    C2 generates 532 Spritesheet, C3 only 167.

    C2 only loads the necessary spritesheet in memory, C3 loads many spritesheet with unnecessary sprites.

    This is just my guess.

  • Import the construct 2 project, if in construct 2 needed 364 megs, I do not understand why in Contruct 3 uses 1300.

    Compress the images with Tinypng, that greatly reduces the consumption of RAM, the game works perfectly on a phone with 1g memory.

    You can check the version of construct 2

    play.google.com/store/apps/details

  • Delete all the text but the problem is not solved.

    In another test delete the rewar ads, not solved...

    A capture of the properties of my project.

  • I use the 125, but I have many text objects, I have more than 100 .... omg ... will I have to change them all?