Optimization priorities?
CodeWizard
Inactive, Chef Emeritus Posts: 1,143
Hi everyone!
I have a question for you experienced GameSalad users. In your opinion, what should the team's first priorities be when choosing where to optimize the engine?
Is it load times? Timer performance? Spawning performance? Or something else altogether? I'd love to hear your thoughts!
I have a question for you experienced GameSalad users. In your opinion, what should the team's first priorities be when choosing where to optimize the engine?
Is it load times? Timer performance? Spawning performance? Or something else altogether? I'd love to hear your thoughts!
Comments
Otherwise I think load times would have the greatest impact.
So here are my requests:
My games tend to use a lot of RAM in any one scene and I build the with the intention of working on ipad1. The 0.10.2 engine update wasn't so great for me so I'll stick with 0.10.1
I can understand the decision to implement better load times/frame rate at the expense of extra RAM usage. I can see from forum posts some peeps are getting great results with the update. But I'd like it if a solution could be found to go back to using less RAM.
On a different note, when using resolution independence, being able to manually import the smaller set of images would be good. I'm sure not everyone will want to but an option would be good.
Backgrounds with gradients have a lot of banding when auto resized in GS. For the full size image you can use the 'layer of 1 pixel at 1% opacity' trick to force the image to be displayed as 24 bit to avoid banding. But then the auto resized smaller image *does* have the banding.
After GS processes the images the file sizes seem to increase too. (Like a lot of peeps I use Image Alpha on the majority of images to reduce file size). We have it easier these days since Apple increased the over-the-air download size from 20mb to 50mb. But still, some games have loads of images. I think staying within whatever the limit is at the time is a good policy for any mobile game.
It could be a little redundant. But it sure is helpful for me. Regardless of the delivery date of the "lua free" engine, we still need to support you guys until then.
I'd also like some more control of the images GS uses. It would be nice if we had the option to manually import the different resolution images instead of relying on GS to do it for us. As game development for everyone I realize this is an important step, but for those of us who want the extra control it would be a nice feature.
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I experience a little bit of tunneling in my game due to performance but its not to bad and I can work around it, where as load times I dont really have any control over!
I also agree with some of the users above me on the ability to let us import our own smaller set of images. I'm not always happy with the ones resized by the GS servers in terms of file size and quality and in some cases they come out awful, especially with pixel art images that would need a different resizing algorithm than the one you use.
Also if you could put some expression editors in more places (i.e.. sound behaviour) it would be really nice.
Definitely loading times!!
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Hi @CodeWizard +1 from me too re: scene loading times; also would be great to see optimised interpolate algorithm especially when applied to Alpha; and optimised timers in the Animate Behaviour. Cheers. :-)
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