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Thread: Some memory questions

  1. #31
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleMac Export ModuleUniversal Windows Platform Export ModuleSWF Export Module
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    Koji_Kabuto's Avatar
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    This is good advice Francois and supplemented with the idea DaveC, I feel great.

  2. #32
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    I'm pretty sure it would just need an immediate 'start of frame' - 'next frame' event.

    I think the 'level complete' frame will serve my purposes well enough.

  3. #33
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    I wouldn't want to be inserting random empty frames, but there's always the idea of doing a sort of 'phantom map screen' which you could send the game back to along with a global value instructing it where to send you next.

  4. #34
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    jregork, I've just found something in my project which has stopped pretty much all of the slowdown I had experienced, and maybe this might help you:

    Join your tiles together. As in rather than placing down a tonne of backdrop objects in small tiles, wherever possible, join them together into fewer, larger objects. I have a tile based game but I noticed the slowdown was occurring when there were a lot of tiles on screen, once I started joining them up, for example replacing 3 vertical tiles with a 3-tile-high backdrop object, it sped everything right up.

  5. #35
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    Ok I will try that. Most of my tiles are 32x32. But since based on xcodes readings, ram is not my issue, I'm guessing the problem is not the size of my graphics, but the amount of individual ones. I am guessing that quick backdrops are read the same way as multiple small tiles.

    btw I sent you a link to the xcode download.

  6. #36
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    Thanks dude, have replied twice, one has a video of it being played on iPad, though you might have to wait a moment because I think it's still uploading to dropbox.

  7. #37
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    jregork, how big are the level frame sizes? eg. 3000x3000? 10,000x10,000?

  8. #38
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    Level 1 is 5700x320. They probably won't go past 8000.

  9. #39
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    good to know, I'm still planning mine, thats plenty big enough

  10. #40
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    My levels are running at 13360 x 640 with no slowdown... Took some economising with the backgrounds but it should show you that you don't need to panic about frame size if you take care with your number of objects.

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