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Thread: Low Frame Rate Misery

  1. #11
    Clicker Multimedia Fusion 2 DeveloperiOS Export Module

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    you've hacked together for object selection.
    lol. I was following ThatGuyOverThere's tutorial and thought it was the most advanced way! I didn't know of ForEach (Clickteam Community Forums where have you been all my life?)

    That aside Thanks for the input Snail. That's actually what I'm doing right now. All bad guy objects and projectile objects are being switched to ForEach. On the main player fastloops will remain and I will think positively that will solve it. Thanks for taking the time to look at my code.

  2. #12
    Clicker Multimedia Fusion 2 DeveloperiOS Export Module

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    Hi guys,

    Just wanted to feedback on my progress.

    I have replaced all bad guy initial fastloops with a ForEach loop. Projectiles are still not (I seemed to encounter an issue of some kind, may go back to it) , but there are never many of these on the screen at a time.

    As I was doing this process, I moved all events out of behaviours and into the main events editor. Somehow I feel cleaner!

    But to the point, all slowdown is gone and the framerate only ever flickers between 49 and 50 frames 140 objects to start, 57mb ram... do these sound good totals? None of that should cause an issue on ios or android! (should they lol?) I have programmed nearly all bad guys and have 2 of each on the template level So things looking good.

    I've also taken a look at some of the file sizes on the sounds and seen some really high values so I'm sure I can convert those to bring those down a bit.

    Thanks for the help

  3. #13
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleSWF Export Module
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    That sounds about right. However, 57mb of ram is something that Android and iOS might not like a lot. You can try exporting it to iOS if you want to make sure. If it lags, then I advise you look into this optimization guide for iOS, which also applies to Android. Technically, a lot of it also applies to PC, but it won't be nearly so painful when it comes to the frame rate if you ignore them on PC.

  4. #14
    Clicker Fusion 2.5Android Export ModuleSWF Export Module
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    Derailing topic here--> Does anyone know how the ram usage would apply to the ouya? (In the same scenario of numbers)
    (I like pretty pictures foremost, so I haven't really learned the tech stuff)

  5. #15
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleSWF Export Module
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    I'm 99% sure that memory usage on the OUYA is the same as on Android, especially since the Android runtime for MMF2 is how you make OUYA games in MMF2 (since the OUYA runs Android).

  6. #16
    Clicker Multimedia Fusion 2 DeveloperiOS Export Module

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    HGF.

    I had seen the guide you linked too, I will run my program past all those points, I'm sure there's some I greatly improve on. Is there a safe mb to stay under?

    Thanks for your continued help.

  7. #17
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleSWF Export Module
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    SimonPieman, for iOS, there isn't any that I know of (there almost certainly is one, but, as I don't have an iOS device, I can't tell), but, if it will run on your device just fine, then simply limit it to run on that device and higher.

    For Android, it is such a mixed bag (some Android devices can hardly browse the web and run the apps that come with it), that there is no safe number. So long as you make your game require a late enough version of Android (one that almost all devices compatible with that version of Android have specs high enough to run your app) and a GPU, then it should work fine.

    However, even then, there may be a few devices out there that have an awful GPU and just barely have the specs needed to run that version of Android that you may still have problems.

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