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Thread: Guide to faster games with less memory usage

  1. #51
    Clicker Fusion 2.5 DeveloperFusion 2.5 DeveloperAndroid Export ModuleiOS Export ModuleXNA Export Module
    DistantJ's Avatar
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    I've had a bit of an idea, if changing the framerate at runtime works on iOS that is, I could create an example which detects the device with the iOS Get Device extension and adjusts the framerate, then changes the game speed to match. There's an example which gets the current framerate and creates a 'delta' value to move things faster when the framerate drops etc. but that's unusable on certain elements, in particular the Advanced Platform Movement Object, and it can be a tad jittery. My method could lock the framerate to 30 on older devices and double the speed of the movements etc., worth a look, but I think it'd require disabling VSync...

  2. #52
    Clicker Fusion 2.5 DeveloperiOS Export Module
    FinalSpecimen's Avatar
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    Still not having luck here, can I post my .mfa and see if someone can track down what is causing the slowdown? According to the xcode memory reading its somewhere at 130 MB, which is way too high.

  3. #53
    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleUniversal Windows Platform Export ModuleSWF Export ModuleXNA Export Module
    Outcast's Avatar
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    One thing I wonder about pictures, is there any easy way you can make sure you dont use a dublicate image that take up double file space? For example say import a png taking up 500kb. Then i create a clone of that and change 1 pixel of the new clone, now it will use 2 png:s of 500kb each right just for this one changed pixel?

  4. #54
    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleiOS Export Module
    jregork's Avatar
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    I'd been using 50fps due to it keeping things working like I'm used to since my days of click and create. But I will now suggest that everyone adapt to 60. For Clash Force i used 50fps and did ok, but it was a simpler game, smaller levels, less objects, etc. in polyroll I have some large stages and I was getting some slowdown. 300+ active objects. . . So I tried vsync. Smooth as silk. No slowdown. It doesn't run faster simply because it's a higer framerate, it actually eliminates slowdown and runs without missing a frame. I'm guessing this is due to the fact that ios devices run at 60hz, so it doesn't have to do any processing to match the framerate.

    I'll have to go back and make a few changes (leave a little more time for disappearing blocks to vanish, etc.) but overall this is the solution.

    I'm going to check now and see if it fixes my layers slowdown issues.

  5. #55
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export Module
    Diablohead's Avatar
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    Not related to ram or image size and space but any events not running all the time, disable their group constantly! when I rebuilt the engine for my game this is one of the things I really worked into the new events and I am really getting some good performance out of a regular 4g touch compared to before, such as if it's not visible on the screen disable it, if it's dead disable it, if it's something which moves you only enable the event group when touching it.

    I know this kind of stuff should be standard but when making a game for these little devices all the power you can save really shows.

  6. #56
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleXNA Export Module
    Javira's Avatar
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    Wow, so glad I read this....going from 50fps to 60fps made a huge difference in my game

  7. #57
    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleUniversal Windows Platform Export ModuleSWF Export ModuleXNA Export Module
    Outcast's Avatar
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    About FPS, I also prefer 60 fps but for Flash it can sometimes be good to go down to 30 fps to get a more stable framerate if your game is performance heavy. I worked around this by developing in 60 fps but having all events that are dependent on fps to be multiplied by a value that is either 1 or 2. So if I build the game in 60fps I set the value to 1 and if I build it in 30fps I set this value to 2.

  8. #58
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    I read about turn off "visible at start" if you object it's not in use.....but if the object it's turned "create at start" to off it's neccessary to turn "visible at start" to off too?

  9. #59
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    paobrasil, I doubt it would make a difference since you aren't creating all objects at once, but only when needed.

  10. #60
    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleUniversal Windows Platform Export ModuleSWF Export ModuleXNA Export Module
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    One thing that may sound strange but that I have wondered about is if there is any difference in setting a "animation" with one frame to loop at the speed of 100 or 0? Its only one frame so nothing is changing, but maybe its still better to set it to 0 so it loops less times?

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