Thought I'd post good news...my game works even better in adhoc mode
StormyStudio
United KingdomMember Posts: 3,989
After reading so many posts of people complaining about there games running slowly, and GS viewer crashing etc etc, I thought I'd post my news.
I've been working on my game for nearly two months now, when ever I have spare time.
There are about 20 actors in each scene, and quite a few actors are very rule heavy.
All images, have been made as small as possible, and the music and sound fx compressed fairly well.
Basically following all the advice readily available on the forum on how to get the most out of the GS engine.
I've got alot of timers throughout but only active if a couple of attributes are true, so they are not always running.
Managed to get rid of all the constraint behaviours, by using other behaviours,
Nothing gets spawed except the, Success/Fail message at the end, and an animation each time a certain actor is destroyed. But the animation is destroyed after 1 second anyway.
I found that in GS viewer it works but it took a quite a while to load and crashes now and again in the GS viewer. But is workable for testing.
I've just published my first ad hoc version and tested on my phone (which is 3GS).
The game takes about 10 seconds to get off the 'Made with GameSalad' screen. Which is pretty good.
It runs very smoothly, and loading times before each level are less than in GS viewer. It no longer crashes when the phone is shaken too much (GS viewer seems to crash randomly when the accelerometer gets moved).
So pretty pleased with it so far.
May try other audio formats to see if it improves loading times further.
I know its a 3gs and I should test on a 3g to see how it runs, but I thought I'd post my findings...or am I just boasting with excitement that it did'nt just turn into a big sluggy pile of something sluggy.
I've been working on my game for nearly two months now, when ever I have spare time.
There are about 20 actors in each scene, and quite a few actors are very rule heavy.
All images, have been made as small as possible, and the music and sound fx compressed fairly well.
Basically following all the advice readily available on the forum on how to get the most out of the GS engine.
I've got alot of timers throughout but only active if a couple of attributes are true, so they are not always running.
Managed to get rid of all the constraint behaviours, by using other behaviours,
Nothing gets spawed except the, Success/Fail message at the end, and an animation each time a certain actor is destroyed. But the animation is destroyed after 1 second anyway.
I found that in GS viewer it works but it took a quite a while to load and crashes now and again in the GS viewer. But is workable for testing.
I've just published my first ad hoc version and tested on my phone (which is 3GS).
The game takes about 10 seconds to get off the 'Made with GameSalad' screen. Which is pretty good.
It runs very smoothly, and loading times before each level are less than in GS viewer. It no longer crashes when the phone is shaken too much (GS viewer seems to crash randomly when the accelerometer gets moved).
So pretty pleased with it so far.
May try other audio formats to see if it improves loading times further.
I know its a 3gs and I should test on a 3g to see how it runs, but I thought I'd post my findings...or am I just boasting with excitement that it did'nt just turn into a big sluggy pile of something sluggy.
Comments
Yep it's pretty exciting when you can actually see your game running okay on an actual phone.
I felt similar relief a few days ago when a pretty busy scene was playable on my 3G.
I have noticed upon first playing the scene (no audio yet) it tends to stutter but upon opening it the second time on the iPhone it's fine.
With that said, how might I load all animations before running the scene (if that is indeed the workaround)?
Cheers!
hmm...as for how to preload animations before running the scene,
Not sure if that is possible,
maybe try having them load one after another, have a timer that controls when the actors/animations appear and change in by 0.1 seconds for each one, should give a little breathing space for loading. Worked for me when my explosion animation is spawned along with a sound effect. When they loaded at the same time, the audio would not play, give it 0.1 seconds and it works fine....
Having the same problem with a success sound, need to sort that.
I had some audio in earlier but decided to strip it out and add it last so I if/when I had problems I would know the audio wasn't to blame.
Be interesting to know how you solve it. Good luck and I'll look forward to seeing it.