Point & Click Adventure frame rate - how low can you go?

DigiChainDigiChain Member, PRO Posts: 1,288
edited November -1 in Working with GS (Mac)
I'm starting work on my new game and it uses a lot of layered images which is hitting the frame rate hard.

The game will be a point and click type adventure, so frame rate isn't important.

I'm currently running at 24fps, but it looks fine on the device. It'd look fine at 6fps!

So I'm wondering whether this matters - and whether its something that apple look at when reviewing games?

Comments

  • GamersRejoiceGamersRejoice Member Posts: 817
    My concern with this is if your framerate is that low it's probably got a high memory usage too. Are you making sure to make all of your actors non-moveable? As long as your memory usage is good and it's not crashing then I don't really see a problem.
  • DigiChainDigiChain Member, PRO Posts: 1,288
    Good point GamersRejoice.

    I've just ran it again and checked. Total memory usage on my initial scene is currently about 23mb so doesn't look to be a problem. I can't remember what I should be keeping under?

    In terms of the game, its only really static images with conditions telling the alpha whether its on or off. There's about 25 images, each 320x240, so I'm a little surprised its had such an impact on frame rate.
  • GamersRejoiceGamersRejoice Member Posts: 817
    Digi-chain said:
    Good point GamersRejoice.

    I've just ran it again and checked. Total memory usage on my initial scene is currently about 23mb so doesn't look to be a problem. I can't remember what I should be keeping under?

    In terms of the game, its only really static images with conditions telling the alpha whether its on or off. There's about 25 images, each 320x240, so I'm a little surprised its had such an impact on frame rate.

    Remember that those images are counting as 512x256 as far as memory goes. So if you can crop them down to only the size you need. It's best to only have 1 or 2 backround size images and make smaller actors to fill the rest. But I'm not sure how your game is set up exactly.
  • DigiChainDigiChain Member, PRO Posts: 1,288
    Yes, also a good point. I'm going to have to have another to see how I can optimise my current images. I know some will definately be able to be reduced.

    How do actors affect game size / memory?
    Each image currently has its own actor - but I'm thinking that maybe I could just have one master actor that can be used for all images of a certain size. But it could make things a bit confusing when trying to manage things in the scene!
    Or perhaps it won't have any memory benefit anyway?
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