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Thread: Reducing or refreshing application memory???

  1. #1
    Clicker Fusion 2.5 (Steam)

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    Question Reducing or refreshing application memory???

    Hello everyone!
    I have a probem with memory usage in my game.
    I divided the map into 1024x1024 tiles and they are created in frame when player gets close and when he is far from them that they are not visible they are destroyed. At the start of a frame the memory usage is really small (around 100mb, because i have some other graphics loaded) however, when player walks around for some time, that all objects are created and destroyed the memory usage gets much bigger even if all tiles are destroyed application can use 800mb only for map elements and this number doesn't seem to decrease over time. So my question is, can i "clear" a memory from unused objects during runtime? All these tiles have unchecked "Create at start" and checked "Load on call" options so i don't have any more ideas. I would be really thankful if someone can help me with this problem

  2. #2
    Clicker Fusion 2.5 (Steam)

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    I really need help with this

  3. #3
    Clicker iOS Export ModuleInstall Creator Pro
    Dex's Avatar
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    HI.

    Ok, here are a few points.

    Cut the size down from 1024X1024 tiles to a LOT smaller....Then build the full tile from smaller ones. OR load in a smaller full tile and rescale it to the size you want.

    You can also remember to load in jpeg or png24 pictures BUT if you can get away with remapping your colours (in photoshop, paintshop pro etc etc) you could prob make your tiles look just the same and then save them in png8 format.

    You can also use a duplicate of a large tile if you REALLY need to use a large tile.....It make a big diff to memory.

    Hope this helps.

  4. #4
    Clicker Fusion 2.5 (Steam)

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    But why should i cut tiles into smaller ones? I believe that if i cut 1024x1024 tile into for 512x512 tiles memory usage will reamain the same
    I'm planning to scale down all the iles if i'll run out of ideas, but the best option for me is somehow "cleaning" memory of unused graphics
    Can you tell me what's the diffrence between PNG24 and normal PNG, beacuse there is not much information on the internet ad i don't know how it's going to affact memory usage
    Also big thanks for thyese tips, I really appericiate that

  5. #5
    Clickteam Clickteam
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    Not true. Cutting your graphics down from 1024x1024 down to 512x512 will save memory. Infact, probably around half the memory.

    Fusion handles it's own "garbage collection" routines, this has vastly improved over the last two years and 2.5+ handles this even better.

    PNG with Alpha (PNG32) uses an Alpha layer, PNG24 doesn't, if you don't impose an alpha layer, so you save on both memory and processing.

    Fusion does its best itself to keep the runtime memory efficient. Just stick to the power of 2 rules and learn to scale up graphics and you're on the right path...
    Want to learn Clickteam Fusion 2.5?




  6. #6
    Clicker Fusion 2.5 (Steam)

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    I meant splitting one 1024x1024 tile into four 512x512 tiles :P
    However thanks for advice, it seems, that i just have to scale down some graphics

  7. #7
    Clicker iOS Export ModuleInstall Creator Pro
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    Just to show you that reducing your graphics does NOT mean your game will look not as good as it did using the bigger 1024x1024.... Heres a screen shot of a game I am making in conjunction with a game artist.

    ut.jpg

    Now..............when I first got those I just loaded them in raw....the oirig size....and F2.5 did not have a problem with it (yes...its a GREAT engine), but after I cut them down and resized them, they still looked as good AND the game was a ton smaller!!

    (The orig scrolling was about 6000X800..and used parallax (so there was 3 layers in total).. I got it down to a single screen which was just 1024X800 using a simple tile placement routine).

    So trust us... its VERY doable.

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