Game behaves different in AD-Hoc than in viewers
I have a game that up until today has worked fine. In the GS Viewer and on the Mac the game functions as expected :-) I have just done my 1 millionth Ad-hoc and now the game is not working correctly. I have tried re-publishing and get the same issue.
Any ideas before I send the file to GS for review.
Just to clarify. The SAME project file with no mods works on both viewers BUT works differently on DEVICE with Ad-Hoc.
Lee.
Any ideas before I send the file to GS for review.
Just to clarify. The SAME project file with no mods works on both viewers BUT works differently on DEVICE with Ad-Hoc.
Lee.
Best Answer
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SlickZero Houston, TexasPosts: 2,870
ad-hoc is going to give you the best results on determining what the game is going to perform like on a players device. If it's sluggish on an ad-hoc, you can be assured it will be slow on a device. You may have to go through your project and do some type of optimizing, wether it be your scripting, or the images/use of timers/etc... causing the issue.
Answers
Thanks. Optimising is not the issue at the moment although there is some things I can do :-). The performance in the viewer and adhoc is fine. It's just NOT executing some logic when on an ad-hoc. It's as if one or two of the actors haven't been loaded or included.... Strange.
I'm on 0.9.93 so am about to upgrade to 0.10.00 and try again. But it seems very weird!!!
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Thanks guys. YOU WERE BOTH RIGHT. I tuned the game a little by conditioning on or off some of my CONTRAINS and behold the game now functions better.
I'm still surprised that the GS viewer (on device) with the additional overhead was working as expected but suffice to say I am happy.
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