*** The game is running very slow on adhoc *** what can be the reason ?

Hi,
I tried my game on adhoc, it's running very slow and almost freezing every few seconds, what can be the reason ?
Anybody knows why ?

Thanks

Best Answer

  • tatiangtatiang Posts: 11,926
    Accepted Answer
    The purpose of doing adhoc testing is because processors and memory are vastly different on desktop/laptop machines and tablets/phones. It's not uncommon to have an app behave quite differently (or not work at all) during adhoc testing.

    So to answer your question, we would need to know what kinds of constraints and timers you have, etc. You may want to make a copy of your project file and remove a bunch of images, sounds, and rules in small groups and do adhoc testing after each change to see what the cause is.

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Answers

  • BibyBiby Member Posts: 28
    Hello GS,

    I'm trying all day to use **EVERY X SECONDS TIMER REPLACEMENT** for the: self.motion.linearX.
    For some reason it's not moving.

    I was using
    When: Game.Right is true ,THEN >> Timer: Every 0 Secs >> Change attribute self.motion.linearX TO 400.

    How Can I replace with self.time or mod1 ?
    Please Help
    Thanks in advance
  • marplumarplu Member, PRO Posts: 412
    Why would you want to use "Every 0 seconds" in the first place? Just change self.motion.linear.X to 400 if the boolean is true, otherwise change it to 0; if you want it to be non-stop 400, you might try constrain self.motion.linear.X to 400. Hope this helps! :)
  • BibyBiby Member Posts: 28
    When I press the key to make the actor move right, if no timer then the actor run the animation without moving on the X-axis, if there is a timer then the actor moves on the x-axis, and I don't prefer using the GS built in timer.

    I would prefer to use the self.time to improve the performance :)
  • BibyBiby Member Posts: 28
    @tatiang

    Hi,

    I figured out my game based on timers,
    All rules based on timers.

    I tried all day to use the: **EVERY X SECONDS TIMER REPLACEMENT** for the: self.motion.linearX and Y.
    For some reason it's not moving if I deleted the timers.

    I was using
    When: Game.Right is true ,THEN >> Timer: Every 0 Secs >> Change attribute: self.motion.linearX TO 400.
    Otherwise: 0

    When Game.Left is true ,THEN >> Timer: Every 0 Secs >> Change attribute: self.motion.linearX TO 400.
    Otherwise: 0

    When game.Jump is true, then >> Timer: Every 0 secs >> change attribute:
    self.motion.linearY to 300.

    Without timers the actor runs the animation without moving on X or Y axis

    How Can I replace with self.time or mod1 ?
    Please Help
    Thanks in advance
  • tatiangtatiang Member, Sous Chef, PRO, Senior Sous-Chef Posts: 11,926
    You shouldn't need timers at all. Just change the actor's velocity and the actor should move in that direction.

    You may need to provide more details or a link to download your project file because from the limited explanation you gave I don't understand why you are using timers. Are these for on-screen buttons?

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  • tatiangtatiang Member, Sous Chef, PRO, Senior Sous-Chef Posts: 11,926
    You have two threads for the same issue. Please don't create multiple threads. I am combining the two.

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