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Thread: Platform Game Problem

  1. #1
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export Module
    Captain_Harris's Avatar
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    Platform Game Problem

    I have made the first Level of my Platform/Jump and Run Game with parallaxscrolling. in the air i have a lot of fruits to catch them. when i have catched the half of them, in the mittle of the level, the player movement is suddenly faster. when i delete all fruits, the movement is constantly trough the level. i've tested it on IPod touch with 256 MB Ram. On IPad 2 is no problem on IPad 1 the same as with the IPod. Is this a memory Problem ?

  2. #2
    Forum Moderator Fusion 2.5 DeveloperHTML5 Export ModuleiOS Export ModuleSWF Export Module
    DavidN's Avatar
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    It might be just that the amount of graphics it's shifting around is a bit much for the iPod to handle... is "color reduction" on in your application properties? (I think that's its name - setting that on has done a surprising amount for me in the past.)

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    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export Module
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    Color reduction is enabled. i have also removed al layers and backgrounds to test it. i only have the platforms an the "fruit"objects.

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    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export Module
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    Now i have tested on iPhone 4 and the same problem.

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    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleiOS Export Module
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    How many actives are there? At what point does it speed up? Take note of that and reduce your objects until you get consistent speed. I was using a lot of actives on a game so I created an object that creates multiple objects. For example, instead of placing 5 coins, you would place one 5 coin creator. When the 5 coin creator is close to coming in frame, it would create 5 coins and then be destroyed. Of course if the player avoided coins for the whole level, you could still end up with too many. Make sure you're destroying objects that won't be needed again. If the game scrolls automatically and the player can't go backwards, this is much easier. You just destroy everything behind the player. Otherwise you have to get creative and plan each level in more depth.

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    i destroy all objects behiend player. the game is getting faster the more objects are destroyed. i think you could be right. to much objects on level start.

  7. #7
    Clickteam Clickteam
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    If you want, I can profile your game and find any performance bottlenecks.
    Other people have reported some special cases where parallax scrolling slows down their game but we haven't had the opportunity to debug that case yet (where I could find a cause).
    Any file that shows the problem would be of great help.

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    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export Module
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    The Game ist not finished yet. but i can sent you one level of the game.

  9. #9
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    So I'm running into this problem again. My game is a shooter, and things get slow when using a weapon that shoots multiple bullets. For a flamethrower weapon, I wanted the bullets to be destroyed after a short time, so I added to a value and destroyed them when it reached 18. I thought having it handle 20 or so values at once might be slowing things down, so I changed it to a destroy when animation has finished situation. This helped a little bit, but I'm still having trouble. After getting to the end of the stage and having destroyed most enemies/objects, the game runs smoother, but even with nothing but the character and about 20 bullets on screen, slowdown is bad. Could someone take a look and tell me if there's anything in my game that could be causing this slowdown?

  10. #10
    Clickteam Clickteam
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    You are welcome to send me your game with the new flamethrower. I have an idea what it might be, though I can't be sure before I profile it.
    Btw I didn't receive your one level of the game. I looked though my PM's and email to see if I missed it, but couldn't find it

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