Amount of actors / adhoc vs viewer

Greetings all,

I've been cooking up a little game with gamesalad and I love it, but today I've encountered continuous freezing (with viewer). Which started to occur after I had doubled the amount of my actors in my game.

My game worked fine when I had approx 30 or so unique actors and I could use up to 60-70 instances of them in game at once without freezing. Then I made 30 more unique actors and after that I can only use up to 30 instances in game before it freezes up.

My question is, is there a maximum actor limit in gamesalad?

and another question about viewer vs adhoc. How close to final product we can get using the viewer? For example this freezing up issue, could it be that it would not freeze if I test it adhoc?

-AcidSlug

Comments

  • jamie_cjamie_c ImagineLabs.rocks Member, PRO Posts: 5,772
    Not sure about the maximum actor issue, but I suggest always testing using an adhoc build as that is the actual game running on the actual device. That will give you the most true testing possible.
  • gyroscopegyroscope I am here.Member, Sous Chef, PRO Posts: 6,598
    edited May 2013

    Hi @AcidSlug Welcome to the Forums. :-)

    As @jamie_c said.... also to answer your question:

    My question is, is there a maximum actor limit in gamesalad?
    There is no maximum actor limit in GameSalad as such, in other words, no max. in a game but there is a limit to the amount of actors being used at any one time in a scene. This is due to the RAM limit of the device (and so would be different depending what the particular device's RAM memory is).

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

  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922
    This is probably due to the memory allocation issues this will be addressed this week in 10.2c for adhocs, I'm not sure if they are issuing a new viewer. If you look at your crash log and see a bad access sig error then this is the memory issue.
  • AcidSlugAcidSlug Member Posts: 9
    Only thing I did find from the crash log was "crashed with arm thread state (32-bit)"... but I'm not the best what comes to reading crash logs and most of the time it just freezes up and does not really create any crash log at all.

    ...but I hope it indeed is memory related (pretty sure it is) and is fixed with the next update :)

    Thank you,

    -AcidSlug
  • AcidSlugAcidSlug Member Posts: 9
    Happy days are here again! After building a new viewer and testing my game again that evil problem IS NO MORE! I can't believe this! I can now have easily over 150 instances on screen at once and no signs of freezing. I played my game ages with stupendous amounts of stuff. FPS did drop down to 15 but only when there was so much stuff it did not fit the screen anymore. NO FREEZING! This is so wonderful. I did say in other thread that if things go fine I'll upgrade to PRO. Seems I have to do that now :D THANK YOU SO MUCH!
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