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Thread: Build 289.2 - pre-release version

  1. #1
    Clickteam Clickteam

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    Build 289.2 - pre-release version

    Hello,

    The build 289.2 is available as pre-release version in the Download Links post in the "Support Forums / Product Owner's Lounge / Fusion 2.5" forum (or on Steam if you registered to the beta tests).

    Change log

    In theory it's the final version of the build 289, but be careful and if possible make backup copies of your MFA files.

    In case of problem you can reinstall any other version (no need to uninstall first, just reinstall the patch of the build you want to reinstall).

    If any problem with this version, please post it in the bug box, don't post it in this forum otherwise the developers won't see it, thanks!

    PS: the CF 2.5 patch updates all the installed exporters, you do not need to reinstall them.

  2. #2
    Clicker Fusion 2.5Android Export Module
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    Salut Yves,,, je rencontre des problèmes de mémoire insuffisante depuis peut avec fusion 2.5,,, que je n'avais pas avant les 2 dernières mise a jour, je voulais savoir si d'autre personnes on eu ce problème cela devient vraiment très énervant.

    Je ne sais pas si cela vient de ça mais, voila j'avais une scène de 2500x2500, je les passé en 1280x800 plus de problème de mémoire puis je les repassé en 2500x2500 et plus de problème de mémoire,,, là j'y perd mon latin.

  3. #3
    Clickteam Clickteam

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    Non, pas de souci signalé de ce côté là. Il faut faire attention avec les grosses animations ou les grosses images, ça monte très vite en mémoire.

  4. #4
    Clicker Fusion 2.5Android Export Module
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    ok, merci Yves,,, je n'ai portant pas d'animation très grosses,,, j'ai juste une image de de fond pour ma scène de 2500x2500 sinon toutes les autres sont en 1280x800.

    Enfin, je vais faire attention,,,

    encore merci et bonne continuation.

  5. #5
    Clickteam Clickteam

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    Si c'est un problème en runtime:

    2500x2500 -> 25 Mb en mémoire système, 67 Mb dans la mémoire vidéo
    1280x800 -> 4 Mb en mémoire système, 8 Mb dans la mémoire vidéo, à multiplier par le nombre d'images (le "toutes les autres" fait un peu peur

    En mémoire vidéo les dimensions sont arrondies au multiple de 2 supérieur:

    800 -> 1024
    1280 -> 2048
    2500 -> 4096

    Pour réduire la mémoire utilisée si possible découper les grosses images en bloc, par exemple découper une image 1280x800 en 2 images 1000x800 et 280x800 fera gagner 524 Kb en mémoire vidéo (40 Mb en découpant l'image 2500x2500 en 4 images 2048x2048, 452x2048, 2048x452 et 452x452). Les très grosses images sont définitivement non recommandées.

    Et, au cas où, éviter de mettre de grosses images vides juste pour avoir un fond noir, utiliser un objet Quick Backdrop. Ou alors si pas possible, un petit object actif dont l'échelle est modifiée avec les actions adéquates pour l'étirer à la taille voulue.

    Sinon si c'est un problème de taille du MFA ou dans l'éditeur, il reste l'objet Active Picture qui permet de stocker des images dans l'EXE (via l'éditeur d'éléments de données) et permet de stocker les images en JPEG et pas dans le MFA.

    ---------------

    In English...

    If the memory issue happens at runtime:

    2500x2500 -> 25 Mb in system memory, 67 Mb in video RAM
    1280x800 -> 4 Mb in system memory, 8 Mb in video RAM, to multiply by the number of images

    In video RAM, image dimensions are rounded to the next power of 2:

    800 -> 1024
    1280 -> 2048
    2500 -> 4096

    Big images are not recommanded. To reduce the memory, you can divide them into blocks. For example using 2 images (1000x800 and 280x800) instead of one (1280x800) will save 500 Kb of memory (you can save 40 Mb if you divide the 2500x2500 image into 4 images 2048x2048, 452x2048, 2048x452, 452x452).

    And avoid big empty images just to clear the background, use a Quick Backdrop object, or use a small active object and change its scale if you can't use a quick backdrop.

    Otherwise, if the problem happens in the editor, you could use an Active Picture object that allows you to use external JPEG images that can be included in the application via the Data Elements editor.

  6. #6
    Clicker

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    Android Mobile, some of my users experience their ARRAY file (Savefile99x.arr) being reset if they updated in the game in the store...
    it's like 1 out 100 chance, I dont know if fusion bug or phone problem
    on my test phone I've experienced it once on the google play update, my save file is gone. I only use one array when saving my game (no INIs, just array)
    coded stuff something like this:
    Start of frame
    > Load Array from file Savefile99x.arr

    Start of frame
    > write value playcount + 1 to x y
    > save array to file Savefile99x.arr


    on the Fusion editor I also experience that (even in previous versions of clickteamF2.5) problem sometimes when I open 2 fusion .exe or open backup projects, very seldom out of nowhere it just erases it, but i dont think much before because i focus on mobile game. I though it wont happen on a mobile game, but it still does at very seldom times.
    my .MFA and .ARR is just on the desktop

    I'll just check if this is an issue or something completely just a coincidence, maybe phone lagged or something, before filing a bugreport

  7. #7
    Clickteam Clickteam
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    Hmm are you using one of these for saving your array?
    to internal data

    datastorage()+"/"+arrayname.xxx


    external data

    externalstorage()+"/"+arrayname.xxx Needs: WRITE and READ permisssions
    Regards,


    Fernando Vivolo

    ... new things are coming ...

  8. #8
    Clicker

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    nope, it seems automatic in ios and android with that setup without any datastorage()+"/"+
    it's just like this: Load/Save Array from file Savefile99x.arr in all my apps... it seems to be automatic

  9. #9
    Clickteam Clickteam
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    hmm no.

    may I suggest check the log running your application to verify is correctly save.
    Regards,


    Fernando Vivolo

    ... new things are coming ...

  10. #10
    Clicker

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    it did work on all my devices android/ios, array only failed once on google play update in one of my test device and never failed again on the next updates. and only very few users complain about lost save file.

    my old android game that uses array on this setup , (updated last year May2016) got over 100k+ installs, couple updates, I dont remember receiving complains on lost saved data.

    I only have very few complaining data lost on my new game with around 100k downloads (started june2017). That's why I'm thinking there's probably a new bug, which I'm not sure
    I couldn't reproduce it, it just happened once on a test device, never happened again.

    on my next upcoming game update
    I will try to attempt to Load array file on a separate start frame, so i would have like a loading frame with only the load array action.
    I hope that would solve it, it gives the app time to search and load for the array (dimension x10:y30) , before moving to the next frame.

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