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Thread: Build 255: Slowdown until change frame on iPad 1, iPhone 3GS

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    Clicker Fusion 2.5 DeveloperFusion 2.5 DeveloperAndroid Export ModuleiOS Export ModuleXNA Export Module
    DistantJ's Avatar
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    Build 255: Slowdown until change frame on iPad 1, iPhone 3GS

    There's still a glitch present (memory leak?) where sometimes the game will slow down to about half speed until the frame is changed. The player has to quit out to the menu and return to the game to deal with the slowdown issue. I've had a few complaints about it in AWESOME Land on 3rd gen devices and I've noticed that MANOS is getting the issue when I test it on iPad 1. Is this something which can be solved for Beta 1 after Build 255?

  2. #2
    Forum Moderator Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleMac Export ModuleSWF Export Module
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    Sounds like the same issue I sometimes see on my iPad (2). I've seen it occur rarely on an iTouch 4th Gen device too. I can usually trigger it happening (not always) by pressing the physical button at the bottom on the device to go to the home screen, then resume my app - but it seems to occur only on certain frames this way. Other times I will sometimes see a slow down starting a new frame as you describe. I've noticed in all cases however, the normal framerate I have set is 60 and when it slows down on starting a frame MMF reports it is running at 40 fps. Just as DistantJ reports, leave the frame and then come back and the framerate will be back up to 60 fps.
    Andy H @ ovine.net
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    Yes DistantJ, this happens to me too on my iPad 1. I didn't mention it before because I wasn't sure if it was my game which is heavy, or a memory leak, but it seems to be the latter because what you describe is exactly what happens on my game, where I must quit the game with the home button, and launch it again...and it runs fine after that.

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    DistantJ's Avatar
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    I've just noticed it only happens in one particular frame in MANOS, I'm going to try and see what's in that frame which isn't in others...

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    My game doesn't slow down, but it will crash/exit the game, or freeze the game completely if you play it long enough. I can't seem to track down this bug, I think it's related to what you guys are experiencing.

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    Gladly, I don't suffer from crashes...it is very rare for my game to crash, specially on how graphic intense it is. BUT the slowdowns are sometimes terrible, and the only thing that seems to fix it is what DistantJ mentioned, quitting and starting again

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    Clicker Fusion 2.5 DeveloperFusion 2.5 DeveloperAndroid Export ModuleiOS Export ModuleXNA Export Module
    DistantJ's Avatar
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    It sounds/looks like a memory leak. They should definitely get this fixed.

  8. #8
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    Agreed, I think it's a memory leak too. In my game, I noticed I have issues if I have a scrolling layer using the Layer Object. THAT drains memory on my game very fast. I hope clickteam fixes this because it really breaks my game. This and the iOS video bug.

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    Have you tried to inspect the memory while your game is running ? Choose Profile then Allocations in the menu.
    This will display the list of memory allocations done by the application. The info you want to watch is "Live bytes". Transitory and Overall will keep on growing.

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    Urgh, weird thing is now I can't seem to replicate it, and yet it was happening 99% of the time before... Perhaps it was something to do with cleaning the project??

    EDIT: Ooh! Development!! I've noticed that when this occurs, the speed goes back to normal when the music changes. See, I have several times in my game where the music changes. If this slowdown occurs, when I change the music it speeds up again! This must mean it's something to do with the MP3 playback. Note that it only happens on 3rd generation devices (or maybe older).

    I'm not sure if the 'use music player' option makes a difference or not. Renatos, does your game have music? Are you running it through the music player?

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