RAM issue with spawning

cbowers428cbowers428 Member Posts: 176
edited November -1 in Working with GS (Mac)
I have a game which spawns planets after a certain score is reached. This adds 20 MB to my RAM usage, increasing it from 30 to 50. Why is this such a huge chunk of RAM? The file size on the planets is 200-300 kb each. Should I just have it be one actor spawning and then change the image? Right now I just have it as 9 diff actors.

Comments

  • quantumsheepquantumsheep Member Posts: 8,188
    The RAM usage problem is something to do with GameSalad itself. The good folk at GS are trying to get that nailed asap.

    As a workaround, you could try having the planets you mention offscreen, then moving them into position after a certain score is reached.

    Hope that helps,

    QS :D

    Dr. Sam Beckett never returned home...
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    Web: https://quantumsheep.itch.io

  • cbowers428cbowers428 Member Posts: 176
    thanks, but heres the scenario, i have gravity going down, i want to try ur workaround but i would need the planets to not move then after a certain time (not score) start to go downward. know what i mean?
  • LAdrianLAdrian Member Posts: 237
    you can use a timer and a constrain for x/y position...
  • gyroscopegyroscope I am here.Member, Sous Chef, PRO Posts: 6,598
    Hi cbowers428, from what you're describing, a workaround would be to put Gravity back to zero. Then for your actors immediately affected by gravity, simulate it with acceleration set downwards. Similarly with your planets; as QS suggested, put off-screen, moved on-screen when required and use a Timer to switch on their gravity using acceleration set to down.

    :-)

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

  • cbowers428cbowers428 Member Posts: 176
    thanks guys
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