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Thread: Guide to faster games with less memory usage

  1. #61
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export ModuleMac Export ModuleUnicode Add-on
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    Outcast - Not sure if this is still the case, but I seem to remember it's better/faster to not loop the animation if you can and use a speed of 100 so it gets to the end of the one-frame animation quicker - seemed counter intuitive at the time! Remember some animations will revert to Stopped if the Active isn't moving or Walking/Running if it is - so only suitable for single frame Stopped animations.

  2. #62
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    OK, I have my app, but it's running at 20 FPS... I've tried all these optimization techniques, but still it runs slowly.

    I can provide any and all information, but I need to optimize this QUICKLY, so I ask kindly for your help!

  3. #63
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    Never mind, sort of fixed it!

  4. #64
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    Best optimized way to detect if an enemy is near. Which is better?

    1. Use the expression editor and have an always event that looks at the enemies x,y and compare to player x,y plus say 50pixels = enemy near

    2. Create a 8x8 pixel invisible dummy object, scale it 10x and have it follow player x,y. When enemy overlaps dummy = enemy near


    In general in am curious as to if events where coordinates, transparency, scale, angle etc. are constantly being monitored is bad for performance?
    For instance, instead of using a predefined movement say Bouncing Ball, I choose static and move the object (current pos -1) again, which is better?

  5. #65
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    Guide to faster games with less memory usage

    I use "enemy is getting closer than (negative value) to Windows's edge"

  6. #66
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    Quote Originally Posted by Javira View Post
    Best optimized way to detect if an enemy is near. Which is better?

    1. Use the expression editor and have an always event that looks at the enemies x,y and compare to player x,y plus say 50pixels = enemy near

    2. Create a 8x8 pixel invisible dummy object, scale it 10x and have it follow player x,y. When enemy overlaps dummy = enemy near


    In general in am curious as to if events where coordinates, transparency, scale, angle etc. are constantly being monitored is bad for performance?
    For instance, instead of using a predefined movement say Bouncing Ball, I choose static and move the object (current pos -1) again, which is better?
    I also wonder about this, but a 3:rd option is to use a inbuilt animation for collision that is switched to, then checking collision and then switching back to the animation that was originally playing.

  7. #67
    Clickteam Clickteam
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    Does using many layers (10+) take up more memory than using only a few?

  8. #68
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    Quote Originally Posted by Olivier View Post
    Does using many layers (10+) take up more memory than using only a few?
    I remember reading that it's rather light on performance to do layers but I have never tried to use 10, I currently use 3 and have no noticeable drops.

  9. #69
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    I have around 50+ layers in this and it runs very well in Exe. In flash it is another story but I don't think that has anything to do with the layer count so layer number seem not to affect performance that much. http://www.youtube.com/watch?v=UyjwOSUydeo

  10. #70
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    is there a way to tell mmf2 when to load and unload specific graphics of the game?
    so that at the start, the game doesn't have to load the entire library...

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