How large can a project really get before GameSalad starts becoming unstable?

ThinkingGardenThinkingGarden Member Posts: 26
edited October 2012 in Working with GS (Mac)
Creator has the built in warning once a project gets past 20 MB and then another about inability to publish to the Arcade around ~150 MB. That said, what is everyone's real experience with large projects and any GS instability? I ask because I am in progress on a project right now that is over 150 MB and I seeing a lot of weirdness and instability with the GS Viewer (0.10 on iOS 6) where impossible things are starting to occur like actors simply disappearing at run time when certain interactions occur.

Best Answers

  • gyroscopegyroscope I am here.Posts: 6,598
    edited October 2012 Accepted Answer

    I haven't had anything similar in my major project, and that is very large.... no idea what's going on with yours, sorry.....

    I'm curious to know why you rejected answers from two members who both gave perfectly good replies; OK, they weren't answers to your question but still was stuff concerning their own projects as helpful info...

    ""You are in a maze of twisty passages, all alike." - Zork        temp domain http://spidergriffin.wix.com/alphaghostapps

  • ThinkingGardenThinkingGarden Posts: 26
    Accepted Answer
    In case anyone wants to know the follow up, my investigation and troubleshooting have narrowed the actor crashing issue down to some code that uses a constrained variable in the time field of an interpolate behavior of that actor. It seems the constrained variable and the interpolate duration don't play well together. At least that is what I have found so far, but I am tweaking and retesting step by step to prove it for sure.
    Now that I have changed the variable to be calculated once via a change attribute (not a constraint), it is no longer crashing!

  • gyroscopegyroscope I am here.Posts: 6,598
    Accepted Answer

    Good to hear, @ThinkingGarden :-) Glad you sorted the prob. relatively painlessly.

    ""You are in a maze of twisty passages, all alike." - Zork        temp domain http://spidergriffin.wix.com/alphaghostapps

  • tenrdrmertenrdrmer Posts: 9,934
    Accepted Answer
    I think I have seen a published game around 300MB come through game salad. Theres no limit to the overall size in regards to performance. The issue is if one scene is calling on all 300mb of assets at one time.

Answers

  • zzap64zzap64 Member Posts: 405
    My project is 160 Meg and works fine. I recently added 300 individual sound effects which slowed down the loading in the app but I rectified that with spawn and destroy actors when audio is called.
  • floydianspiralfloydianspiral Member, PRO Posts: 308
    I am currently at 140 MB, almost 100MB worth of sound files and it runs fine, except when I click on an actor prototype with a lot of rules, that's when I see it chug and or need to restart/force quit.
  • ThinkingGardenThinkingGarden Member Posts: 26
    I have confirmed that I have an actor (slider) that is crashing runtime on the viewer with a simple touch intermittently. And furthermore, if I have an additional actor (gear) constrained to it via a game level variable, the gear is also destroyed by crashing. The crash of the actor can be confirmed by setting up a quick "watchdog" actor that simply display texts out the x position of the slider. As soon as it crashes, the "watchdog" actor display "nan" for its x value, confirming to me that the slider actually got destroyed and not simply moved offscreen. However, the slider actor has absolutely no 'destroy me' behaviors in it, further proving my theory that it is crashing runtime.

    Has anyone else seen this problem?
  • ThinkingGardenThinkingGarden Member Posts: 26
    @gyroscope - only because I wanted to hear from more people before letting the system mark it as answered.
  • gyroscopegyroscope I am here.Member, Sous Chef, PRO Posts: 6,598
    edited October 2012

    Ah, understood, that makes sense....

    I really don't like the Rejected answer button but perhaps that's just me (not just for me but for other people too)...

    ""You are in a maze of twisty passages, all alike." - Zork        temp domain http://spidergriffin.wix.com/alphaghostapps

  • ThinkingGardenThinkingGarden Member Posts: 26
    In case anyone wants to know the follow up, my investigation and troubleshooting have narrowed the actor crashing issue down to some code that uses a constrained variable in the time field of an interpolate behavior of that actor. It seems the constrained variable and the interpolate duration don't play well together. At least that is what I have found so far, but I am tweaking and retesting step by step to prove it for sure.
  • gyroscopegyroscope I am here.Member, Sous Chef, PRO Posts: 6,598
    edited October 2012
    looking at your prob. again, there might be some clashing Rules or possibly the slider actor is corrupted somehow... a possible solution would be to remake the slider with its rules again.... (or first make it in a new gamefile as a test to see if it still crashes, then narrow down what Rule it doesn't like perhaps)

    All a bit vague, and my solution obvious – sorry – but difficult to say more without seeing the Rules and perhaps an image or two...

    ""You are in a maze of twisty passages, all alike." - Zork        temp domain http://spidergriffin.wix.com/alphaghostapps

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