Proven ways of lowering load times?
Anyone come up with some techniques for lowering the length of your load times? I'm pushing 8 seconds currently and it's making me cringe. Not sure what to do because I know this will make people angry. I've experimented a little with the initial image being a white square and then having a manager actor load them all layer by layer. But I haven't seen a ton of difference from that yet. Any other ideas?
Comments
Right click on project > Show Package content. Then edit all of your files.
Image Compressor: ImageOptim
Sound Compressor: Switch Audio Converter
Show Package Content > Screenshots and delete them all. (one I picked up from QS)
*EDIT:I once read something about someone completing a test much like the one you are talking about, but there image was a 2x2 image then everything was changed over. They had reported a significant time loss, but I cannot find it again... If anyone knows post the link?
Try to use low number of prototype actors , and use instances (unlocked in the scene) , i learned that it helps a bit, in my upcoming game (current name "The Loonimals Toy Box") i reduced my prototypes from 60 to 27, its a bit of work and lots of copy paste but 1 prototype can do the work of lots of different actors.
I think it will save you an extra 1-2 sec (which is a lot)
Roy.
Ace
Ace
mynameisace.com
Ace
Do your prototype actors have any rules in them? Or just the instances?
Ace
Ace
Thanks for the video, but having all actors white in the editor looks really annoying so the game really need to be over before doing that.
It is a little annoying but I just navigate via the layers tab.
Changing them all at the end is a little problem because you have to edit the XML file because it still pre-loads images that were originally there.
Ace
Ace
What would I need to look for in the xml to know if it is doing this or not?
Ace man, I gotta hand it to you! You hero!
You can see the Game Creation Log for BOT to see it's not worth it.
http://gamesalad.com/forums/topic.php?id=15896&page=6
That should sort things out...
A bit of a pain, but should lower the loading times between scenes.
WARNING: If you have a big project, you'll probably be one step away from suicide by the time to get to the end, make sure you have Red Bull to hand and hide all sharp objects
Ace
And here I thought I was being creative.
I think that approach is genius...I am going to try it after my brain comes back... It ran out of my head in panic when I started to watch your video.
@mynameisace
Does your method reduce the loading time between scenes or the loading time of the game it self upon start? I Think your method works perfect for big images like background and foreground but for small size actors that needs a bit of precision location its a tedious effort to track them when you only see all white.
Im gonna try this with the new game im making.
Ace
1. How do i apply this without re-doing it all?
2. Is there any way to change an actor, who has already been assigned an image to be blank and then put in the change image attribute?
3. Does the change image attribute on its own lower times or do you need to have little as possible prototypes? i.e. As im nearly done, to take my game down to 3 or so prototypes would mean virtually re-doing it all. Could it be left as it was but just make all prototypes and instances blank and load the image once the scene has started?
Cheers