Loading time on the iPad

gyroscopegyroscope I am here.Member, Sous Chef, PRO Posts: 6,598
edited November -1 in Working with GS (Mac)
Hi, could anyone tell me please how long it'd take to load a 80 to 100mb game on the iPad?

""You are in a maze of twisty passages, all alike." - Zork        temp domain http://spidergriffin.wix.com/alphaghostapps

Comments

  • gyroscopegyroscope I am here.Member, Sous Chef, PRO Posts: 6,598
    Bump: or if anyone could tell me the size of their iPad game and how long it takes to load?

    ""You are in a maze of twisty passages, all alike." - Zork        temp domain http://spidergriffin.wix.com/alphaghostapps

  • gyroscopegyroscope I am here.Member, Sous Chef, PRO Posts: 6,598
    Can anyone let me know please? I want to get a rough estimate so as to come to a decision about the maximum size of my adventure game project...

    ""You are in a maze of twisty passages, all alike." - Zork        temp domain http://spidergriffin.wix.com/alphaghostapps

  • mzxmzx Member Posts: 151
    i don't know, but i could ask my girlfriend to borrow hers and test it for you? Can you make an ad-hoc build? :)
  • MotherHooseMotherHoose Member Posts: 2,456
    Think the original purpose of the splashScreen was to allow for loading of graphics/content and not advertising.

    This is a very difficult question as the answer must perforce be "It depends..."

    If you just have code...it will load fast as in ToastKitten's "Don't Let Go!
    If you have the first scene filled with intense graphics... the load will take longer.

    I suggest that you load graphics when needed ... during runtime.
    if you have a blank actor that responds to a variable for display of an image, things will go so much faster.
    EX: when scene=1 change image to 'name'...

    MH
  • gyroscopegyroscope I am here.Member, Sous Chef, PRO Posts: 6,598
    mzx said:
    i don't know, but i could ask my girlfriend to borrow hers and test it for you? Can you make an ad-hoc build? :)

    That's good of you to offer, mzx, but I'm only in the second week of this project, so I'm a long way off any sort of build; thanks!
    MotherHoose said:
    Think the original purpose of the splashScreen was to allow for loading of graphics/content and not advertising.

    This is a very difficult question as the answer must perforce be "It depends..."

    If you just have code...it will load fast as in ToastKitten's "Don't Let Go!
    If you have the first scene filled with intense graphics... the load will take longer.

    I suggest that you load graphics when needed ... during runtime.
    if you have a blank actor that responds to a variable for display of an image, things will go so much faster.
    EX: when scene=1 change image to 'name'...

    MH

    Cheers for the reply, MH; don't quite understand a couple of things though: you suggest loading graphics when needed during runtime but I wasn't aware of any sort of memory management system in GS. Could you explain please?

    Also, I always assumed that with any game starting on an iDevice, that the whole game loads at the beginning, not just a scene at a time. But you're suggesting there's a way for the game to load only chunks at a time?

    ""You are in a maze of twisty passages, all alike." - Zork        temp domain http://spidergriffin.wix.com/alphaghostapps

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