How do you guys can develop a big game?

Hello,

I am developing a game that's over 50 MB and GameSalad is sooooo slow, bugs everywhere and other things. I don't know how you guys are able to develop bigger games than 30 MB or 40 MB. CPU use near 100% and 3-4 GB of ram usage. Guys that's not possible.
Also, you drag an actor and the system react after 3-4 seconds. Unusable.

Comments

  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922
    I've had games that are 80 mb and run great. It's all about how good your code is.
  • AdamgoproAdamgopro Member Posts: 310
    Hello,

    I am developing a game that's over 50 MB and GameSalad is sooooo slow, bugs everywhere and other things. I don't know how you guys are able to develop bigger games than 30 MB or 40 MB. CPU use near 100% and 3-4 GB of ram usage. Guys that's not possible.
    Also, you drag an actor and the system react after 3-4 seconds. Unusable.


    Because if you gave gamesalad a chance and actually learned how to use it properly you will be able to make a game any size without lag by optimising things such as learning how to use less timers, interpolate and use tables aswell as learning all the aspects of small image use and kb sizes theres alot more to it than you currently think.
  • oo7franoo7fran Member Posts: 25
    @FryingBaconStudios and @Adamgopro I think that he was refering to the gamesalad creator. As he is specifing that it uses 4 gigs of ram. I too have experienced lag on the windows version of gamesalad and I have 16 gigs of ram. @Patapple which version do you use windows or mac
  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922
    edited April 2013
    Well if you rename the Android sdk folder while using creator the preview runs better but as has been stated by GS the preview is only to monitor and not accurate for judging performance. Use the device viewer and then adhoc for realtime performance. As a coding contractor I get lots of projects to fix, what I find is terrible code. Most users of GS just don't understand how to build refined logic. Even if you wrote C++ or Java Script like most people code here it would run terrible.
  • patapplepatapple Member Posts: 873
    I am referring to the Mac Creator. My code is fine and it runs code on the device.
    The preview player also is a lot slow. A lot of things to work for the GS team. Anyway I am not going to develop with GS for the rest of my life. Maybe the game I am developing will be the last with gamesalad.
  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922
    Yes I know Pat I use the Mac creator and the android sdk folder can affect the creator. If you have the android sdk installed rename the folder and test. Trust me it affects performance. And trust me I've had clients tell me there code is fine and it's not.
  • patapplepatapple Member Posts: 873
    So I only need to rename the folder that is currently named "sdk" in my main folder? Will I have any problem publishing to Android?
  • IsabelleKIsabelleK Member, Sous Chef Posts: 2,807
    My biggest game project file is around 1 GB, so you can make a game as big as you want with GS :)
  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922
    When you want to publish to Android or using Android viewer or project just change the folder name back to sdk.
  • patapplepatapple Member Posts: 873
    @TheMoonwalls I can't believe it. :-S
  • SlickZeroSlickZero Houston, TexasMember, Sous Chef Posts: 2,870
    edited April 2013
    @TheMoonwalls I can't believe it. :-S


    All kidding aside, you just need to go through your project, @patapple and try your best to streamline some of the logic. 50mb is not very big, considering. Something in there is killing your performance. Did you try the re-naming of the Android "SDK" folder? I can also confirm this will greatly improve the creator performance. You just have to re-name it back to SDK when you want to publish to Android.
  • patapplepatapple Member Posts: 873
    Just renamed my android sdk. Will post here my thoughts in a few days :)
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