Performance ?????
Shanesta
Member Posts: 63
So I'm testing my game on a 3rd gen iPod touch, and just having the player moving around, and shooting, which spawns 4 actors, muzzle flash, smoke puff, bullet, and bullet trail. Just doing these simple things is causing pretty big hitches when you shoot. Is performance really going to be this bad with GameSalad? Why cant it handle such simple tasks? Is GameSalad running some sort of interpreted code? Just doing these task should not be this slow.
Comments
It seems that even simple games require a lot more effort than I think they should.
For something that is supposed to free me from the grief of xcode - this isn't turning out like I was expecting.
@Shanesta,
Forgive me, I'm not familiar with your game, but perhaps spawning four separate actors every time you shoot is a bit much? If you can combine these graphic effects onto a smaller number of actors, or "recycle" actors by having them appear/disappear rather than spawn/destroy each time, or come up with other ways to achieve the same visual effect, you'll probably see a significant improvement in performance.
Bottom line is, if it is already gaging on this, then the future of this game is looking bad. I would have to rip out all the things that make it cool for it to be playable.
I feel your pain, I really do, but there's a lot to check before you start chucking stuff out. I was advised to throw out some cool stuff, but I've managed to keep it in with some cuts here and there in other areas that were less important.
Indeed there's a lot more that I'm thinking about that could help.
On another game tonight, I found out by accident that all my enemy images were 32x30 rather than 32x32. I changed it straight away of course, and it's made a MASSIVE difference. The game's running on my ipod touch 1st gen when it used to crash after 10 minutes. It's been going almost an hour now.
Have a search on the forums. Lots of people have suggested ways of optimising their games for the ipod/iphone. I think it might really help!
Cheers,
QS
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
That's surprising that changing your images from 32x30 to 32x32 would make such a huge difference, when the 32x30 would take the same amount of memory as the 32x32, if I understand the dynamics correctly.
There must be some other significant inefficiency regarding the processing of non-power-of-two images.
Hmm... Makes me wonder if I'd be better off performance-wise having appropriately positioned 512x512 images for my scene backgrounds, instead of 480x320.
Also let's all remember they aren't calling this EARLY ACCESS for no reason. The program is still technically Beta. This will be improved. The early access is basically just letting people publish some simple games right now. You can create more complex games, but you definitely need to put thought into performance.
So lets all just relax, grab a big cup of (insert favorite beverage here), & wait on improvements. Peace guys, much love.
JGary
But they are loading for 20sec and this is very long ;(
3. game is crashing after 10 sec. 20fps, stottering... some strange behaviours i haven't seen before...
4. game spawns 15 actors at the beginning and YES this is a no go )
Well so far ... its time to optimize... oh and beside this ...the WIKI on how to setup this provisioning-certificating-ID-etc-thing is PRICELESS!
I am pretty sure i would never have accomplished this on my own!
Thank You!
so i have 13 moving collidable actors in the whole game (always 11 on screen 2 outside)... power of 2 on every image ... absolutly no spawning and all sounds converted to ogg.
No chance to play this at the moment ;(
so i think i concentrate now on my simplier games
Oh and in my 3. game i have an animated start screen with 10 moving actors... the viewer tells me that i have 40fps but when you look at the actors they are all slightly stottering... (?)
On my iPod Touch 1G it runs out at about 59MB then crashes.
4. Game
Total: 50MB, Game Engine: 42MB
3. Game crashes after 3 min at:
Total: 30MB, Game Engine: 12MB
oh and i have an ipod touch 8GB/ 2.Generation
Not that i am doing it at the moment but i was thinking about to turn this option off for actors that are offscreen to save processing power but at my last try it seemed to have no effect ...
So is there a way to switch actors on/off?