My "memory usage / performance" - Is it bad?

cbtcbt Member Posts: 644
I've asked a similar question before but this is the near-completed project details..

The latest situation is like this;

image

It is the worst case scenario ON MY 1ST GEN IPOD TOUCH. I wonder, how will it do on newer devices? It can be played even on my iPod but I wouldn't play it with that much lag...

How will it do on 2,3,3gs and 4 you guess?

And is there any tips to decrase the memory usage of "Game Engine" other than not using so much "timers" and "constrain att." and removing "movable" from actors?

Thanks in advance..

Comments

  • cbtcbt Member Posts: 644
    Come on guys, I'm gonna continue the project according to your comments..
  • quantumsheepquantumsheep Member Posts: 8,188
    It should be fine on newer devices, but I would test it on them to be sure. Ask on the forums for people to give it a go.

    The fps is ok - not great, but the human eye can only see at about 27 fps I believe - so you should be ok.

    The total is 31MB - which is below the 40MB limit on a first gen ipod touch. So again, you should be ok.

    How long have you played the game in one session? Does the memory increase at all when you do (it usually does).

    Hope that helps,

    QS :D

    Dr. Sam Beckett never returned home...
    Twitter: https://twitter.com/Quantum_Sheep
    Web: https://quantumsheep.itch.io

  • cbtcbt Member Posts: 644
    Yes, the memory increases but not by its own. I mean when I choose 1st level it starts as 10mb but when I choose 30th level, it jumps to 20mb but stays steady. And doesn't decrease if I choose level 1 again..

    And for the beta testing, what should I do for letting anyone test my game? Should I send the binary first?
  • quantumsheepquantumsheep Member Posts: 8,188
    No, first you get people to send you their UDIDs.

    Then add these to the 'devices' list under iTunes Connect.

    Then make an adhoc build.

    Then send the build, along with its provisioning profile, to your testers.

    Hope that helps - there's plenty of posts about the process on the forums mate - do a search and you should find something to fill any gaps in what I've written!

    Cheers,

    QS :D

    Dr. Sam Beckett never returned home...
    Twitter: https://twitter.com/Quantum_Sheep
    Web: https://quantumsheep.itch.io

  • cbtcbt Member Posts: 644
    Thank you very much Mr.Quantum! :D

    I will post a topic in a few days for testers, when the project %100completed. I hope I can find someone interested...
  • FanStudioUKFanStudioUK Member Posts: 459
    Sorry, but I have a question regarding your discussion here...

    If your friends devices are jailbreaked do you still need their UDIDs?

    Thanks
  • quantumsheepquantumsheep Member Posts: 8,188
    Andreib21 said:
    Sorry, but I have a question regarding your discussion here...

    If your friends devices are jailbreaked do you still need their UDIDs?

    Thanks

    No idea. None of my friends feel the need to jailbreak.

    QS

    Dr. Sam Beckett never returned home...
    Twitter: https://twitter.com/Quantum_Sheep
    Web: https://quantumsheep.itch.io

  • JGary321JGary321 Member Posts: 1,246
    Andreib21 said:
    Sorry, but I have a question regarding your discussion here...

    If your friends devices are jailbreaked do you still need their UDIDs?

    Thanks

    Yes.
  • chicopchicop Member Posts: 263
    quantumsheep said:
    No, first you get people to send you their UDIDs.

    Then add these to the 'devices' list under iTunes Connect.

    Then make an adhoc build.

    Then send the build, along with its provisioning profile, to your testers.

    I'm still a bit confused about creating the AdHoc build..

    ive created the provisioning profile etc and when i choose publish in GS its an option i can choose.. however when i drop the build into itunes and synch my phone im still not getting past the game salad logo it then crashes

    my game runs fine in GS, GS viewer and web publish... just not when i try to put it on my phone..

    is it bad coding on my behalf that crashes it on the phone or is it something in the building AdHoc process?
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