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Thread: Faster Runtime

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    Clicker Fusion 2.5 DeveloperiOS Export Module
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    Faster Runtime

    I've looked at several posts about how to speed up the runtime in my application, but I still don't feel like it's running at a satisfactory level. I'm averaging around 200 MB per frame, and this is down from numbers as high as 550 MB with what I've already accomplished. These are some of the techniques I've used so far:

    *Deactivating groups
    *Eliminating/chopping up large graphics
    *Cropping blank space around all animation frames
    *Destroying active objects once I've passed a point where they won't be used anymore

    I'm still experiencing lag in some areas, however. Does anyone have any further suggestions? I'm particularly interested in seeing if there is some function that can destroy backdrop/quick backdrop objects, or entire layers?

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    when are your problems appearing? Do you think it is because of graphics or could there be nested loops / or other intensive calculations?

    Reduce the always condition whenever you can.

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    Reducing the always condition, good idea. As for loops, I do have many running for my main character, but nothing else. Is there a way to arrange the loop events that can make them run smoother?

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    The problems definitely seem to be most prominent when loading graphics. Chopping them up reduces the lag when they actually appear in frame, but overall memory usage still amounts to the same sum when all the chunks are on screen.

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    lower the resolution, enable HWA if possible, keep 100 active objetcs or less per frame (Flash), split large levels into many smaller frames, convert audio to mono, lower audio quality

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    Quote Originally Posted by oruga View Post
    lower the resolution, enable HWA if possible, keep 100 active objetcs or less per frame (Flash), split large levels into many smaller frames, convert audio to mono, lower audio quality

    By "lower the resolution" do you mean just the window size? Thanks for these many suggestions!

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    Yes, default is 640x480. I wouldn't advise to go any higher for Flash apps. Windows action games could go from 320x240 to 640x480. I wouldn't go higher than that unless it is some strategy or puzzle game or some other game that doesn't use any scrolling.

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    Quote Originally Posted by oruga View Post
    Yes, default is 640x480. I wouldn't advise to go any higher for Flash apps. Windows action games could go from 320x240 to 640x480. I wouldn't go higher than that unless it is some strategy or puzzle game or some other game that doesn't use any scrolling.
    OK. I had been doing it at 800x600, so I can try to bring it down, although I know there are some full screen graphics that will have to be resized so they aren't cropped out.

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    what's your target platform? and what kind of game are you working on?

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    I'm doing several projects right now, one is for the iPhone/iPad - will that run better on a rectangular dimension like 960x640, or will it play just as well on a phone if it's 640x480? The only thing is, these games are also being designed for play on a Mac/PC so I may have to make two versions with different frame dimensions.

    The project I was actually talking about above, though, is designed in the style of a Sega Genesis game. I'm designing it primarily for desktop computer use, so will probably use the Anaconda runtime so it can run on both Mac and PC.

    Both games are platform games, climbing ladders and jumping on enemies. Sonic, Mario, that type of deal.

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