Inconsistencies on GS Publishing & Game Performance
iKandy
Imagineer of Crazy ShitNew York CityMember Posts: 310
I have a billiard-type game using balls and physics. It plays really smooth in the GS Creator.
The problem is in the ad-hoc build-- it plays sluggishly, the game play stutters, etc.
So I did a little experimenting, rearranging of levels-- "optimizing" so-to-speak,
published an ad-hoc-- and to my surprise the problem was fixed!
So now I'm adding stuff the game, published several more builds that worked fine.
Finally, I'm happy with the game. I'm getting ready to publish the game to iTunes.
I published another ad-hoc test--- sluggish performance PROBLEM RETURNS!
This leads me to believe that the problem is created on the GameSalad side (when publishing)
and not my file.
Is this possible?
Had anybody else experienced this?
It's driving me nuts.
The problem is in the ad-hoc build-- it plays sluggishly, the game play stutters, etc.
So I did a little experimenting, rearranging of levels-- "optimizing" so-to-speak,
published an ad-hoc-- and to my surprise the problem was fixed!
So now I'm adding stuff the game, published several more builds that worked fine.
Finally, I'm happy with the game. I'm getting ready to publish the game to iTunes.
I published another ad-hoc test--- sluggish performance PROBLEM RETURNS!
This leads me to believe that the problem is created on the GameSalad side (when publishing)
and not my file.
Is this possible?
Had anybody else experienced this?
It's driving me nuts.
Comments
The best advice I can give is to frequently test on a device during development (and keep many versions of your app saved). This will help you to identify issues as they arise, and will make for much less frustrating debugging.
If this is not the problem than I apologize...I have a lot of tables being used in my games and being accessed with attributes in row/column names, and i f I ever mess around and one of my attributes tells it to access a column or row that doesn't exist then my game will slow to a crawl. Even tiny errors like missing quotations or commas or parenthesis in a single block of code can make your entire game behave strangely...
The weird thing about my problem is.... I take the same file that worked fine yesterday, publish it today and it's screwed up.
The only thing I can think of is restart the computer, with all the applications off, and try again. Or... it's an issue on the GameSalad side.
The EXACT SAME Gamesalad file published on a device today works terrible.
images 10 mb
sounds 2.2 mb
engine 3.4 mb
other 9.2 mb
TOTAL 25 MB
IF you say the file Published yesterday worked fine but the same file published today doesn't - what do you mean by publish? I would only use the 'publish' word in an AdHoc sense.
"The Gamesalad file published on device yesterday worked fine.
The EXACT SAME Gamesalad file published on a device today works terrible."
If it was Adhoc and no changes were made why would you publish it again? If your not referring to Adhoc then any number of things can affect the performance between Mac and iOS viewer I would suppose. I think some clarity is needed.
Shadows Peak is an atmospheric psychological horror that explores the dark side of a player.
Only possible thing would be freeing up memory by quitting other apps (some people dispute this though).