I know, I know, 0.9.3?

DrGlickertDrGlickert Member Posts: 1,135
edited November -1 in Miscellaneous
Okay, I have some issues with my game that's mostly GS issues (memory management, garbage collection, etc). So I'm wondering if I should go ahead and work on changing it quite a bit (which would require some big changes to the gameplay - which does not sit well with me to fix these problems), or should I wait until 0.9.3 comes out to see if it helps with the memory issues that I'm having.

The game still is about a month out from being released.

I know not many people have any idea when 0.9.3 is to be released, but does anyone have, like, a ball park? Like within the next 6-8 weeks? Or, not until September?

I don't want anything specific (unless you know!), I want a good estimate. I just want to know if I should wait a few weeks until it comes out, or go ahead and change my game.

Thanks!

Comments

  • tenrdrmertenrdrmer Member, Sous Chef, Senior Sous-Chef Posts: 9,934
    each Release will at best fix a few memory issues so I would say your gonna have to look at reworking it to solve otherwise you maybe waiting an undetermined amount of time for something that isn't really gonna help you.
  • scitunesscitunes Member, Sous Chef Posts: 4,047
    I don't think you should ever wait until the next build for anything. For the last two years that I have been using GS there has been no pattern to build releases. Try to find ways to make your game play well now. If it can't be done put on the shelf until the next build and see if there is a difference, but start work on something that you think the current build can handle. I think it is smart to know GS's limitations (and your own for that matter) before getting too deep in a project. May want to be careful about the following:

    The number of moving actors in a single scene
    The number of spawned actors
    The number of constrain behaviors used
    The number of timers used

    Try to create games that you are excited about but that also play on GS's strengths and minimize its limitations.
  • ShanemcShanemc Member Posts: 86
    @SciTunes. How many moving actors in one scene is to many?
  • scitunesscitunes Member, Sous Chef Posts: 4,047
    It depends on:

    1) How rule heavy is each actor (VectorToAngle, Timers, spawners, etc)
    2) Image size and sounds in each actor
    3) Device

    Use the viewer app and watch the FPS. You could make the actor and then have a spawner actor that spawns one each second and changes an integer to attribute+1. Then put a display text in the spawner and watch the FPS as the number of moving actor goes up. Try it on different devices and see what it comes up with. I find that even newer devices can only handle 30-40.

    If you can use interpolate and uncheck movable you will save some FPS
  • xyloFUNxyloFUN Member Posts: 1,593
    I sense a Dr. versus patience issue here?

    How does one tell a doctor to be patient?

    Don't usually patients wait for the doctor?
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