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► STORMYS TIME MACHINE ◄ Get scene loading times with this free template

StormyStudioStormyStudio United KingdomPosts: 3,987Member
edited November -1 in Working with GS (Mac)
STORMYS TIME MACHINE (Get your scene loading times)

image

www.stormystudio.com/templates01.html

This is a new free template available on my site. Use it to see the exact loading times between 'slow loading scenes' so you can see how changing things in your scene increases or lowers the loading times.

After deciding to try and start improving loading times on my current game project I came up with the idea to create a simple tool for measuring the loading times of a scene. (Literally thought of it on the walk home from the train station today and have spent the night making it).

Check out the walkthrough video:


How to use the template
(How to info is also in the above video)

1 • Ideally use a tool like Deep Blue Apps ''Project Merger' to bring the template into your own games, otherwise you can recreate or copy in the rules, attributes and needed actors.

2 • Once in, double click on the 'button' actor and copy the 'Activate Stormys Time Machine' group of rules (you can drag it down to your custom behaviours for easy access).

3 • Paste (or drag from custom behaviors) above your own set of rules just above your own 'change scene' behaviour.

4 • Then goto the scene that you are changing to and drag the 'Stormys Time Machine Actor' on to your scene.

5 • That's it… now run the game and see what the loading times are.

6 • You can then write down the times if you want and change parts of your game to see if you can bring down your loading times.

How the rules work:
Now we have access to the devices clock it is possible to save the time before and after a scene loads. You can then work out the difference with some maths and some offset rules when necessary.

I hope you like it and find some use for it… any feedback is very welcome… thanks Jon.

www.stormystudio.com/templates01.html

*Please note this is using the Devices Clock at not 'timers', so its only since we were recently given access to the clock that this was possible...

Comments

  • icanmakeicanmake Posts: 466Member
    nice looks really cool. i am downloading now =)
  • RedlerTechRedlerTech Posts: 1,583Member
    Awesome Jon!
  • gamedivisiongamedivision Posts: 807Member
    Template looks great stormy,I'll be downloading that later,thank you
  • gyroscopegyroscope I am here.Posts: 6,577Member, Sous Chef, PRO
    Excellent idea, well-executed, thanks, Jon. :-)

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  • StormyStudioStormyStudio United KingdomPosts: 3,987Member
    Cheers Gyro...

    I was quite chuffed when the idea popped into my head.

    Should become more and more useful when people want to see how much loading times are improved as new versions of GameSalad are released.... looking forward to a potential 40% loading time improvement mentioned by the GameSalad head chefs...
  • LumpAppsLumpApps Posts: 2,868Member
    A that is a lot better then my 21, 22, 23 ;)

    Thanks!
  • StormyStudioStormyStudio United KingdomPosts: 3,987Member
    he he... Ludwig.. if your loading times are at 23 seconds...your definitely counting too fast ...

    Although I was surprised when the loading times on my game were like 9 or 10 seconds...I kept telling myself they were 6 seconds at the most. I've got a lot of fine tuning to get them down to 4 seconds or less.

    First I'm getting rid of any 'change image' behaviors and using change attribute image name instead.
  • LumpAppsLumpApps Posts: 2,868Member
    Just saw the video on Youtube. I wonder in the end when you push a button on your Dark Asylum app, how do you switch on the lights in your room? Is that GS attribute I don't know of ;)

    I'll try the template today, looks very promising.
  • StormyStudioStormyStudio United KingdomPosts: 3,987Member
    @Ludwig the lights switching on is simply a black solid actor with transparency that interpolates to 0 when an attribute is activated. (If that's what your referring to?)
  • IsabelleKIsabelleK Posts: 2,807Member, Sous Chef
    Great, Jon! Thank you :)
  • LumpAppsLumpApps Posts: 2,868Member
    stormystudio said:
    @Ludwig the lights switching on is simply a black solid actor with transparency that interpolates to 0 when an attribute is activated. (If that's what your referring to?)

    Sorry, it was a joke. I ment the actual light in your room when you hold the iPhone. You can see it dim in the end of the video.
  • StormyStudioStormyStudio United KingdomPosts: 3,987Member
    "Jokes...Oh I get Jokes" (...Homer Simpson)...

  • StormyStudioStormyStudio United KingdomPosts: 3,987Member
    Trying to think of anything extra this loading time timer needs.

    Maybe it could save the past 5 attempts, so you can see them all to work out the average if you want. Not sure if thats really needed.

    It could also do with a 0 before the milli seconds as it looks like 1.10 when it should be '1.010'.

    ...

    Any other ideas welcome..

    Hope people find it useful anyway.

    Cheers

    Jon
  • Rob2Rob2 Posts: 2,402Member
    Love the project, has certainly got me investigating some interesting aspects of GS and when things actually happen and comparing game.Time with game.Clock.XXX

    Certainly worth putting the extra 0 in to get the ms displaying correctly. Options to calibrate so the 20ms or so that the timer project itself is putting in could be nulled out. Average over a few shots would be good too.
  • StormyStudioStormyStudio United KingdomPosts: 3,987Member
    Just thought I'd give this a bump since everyone might be testing their loading times more now with have the new update.

    Hope it is of use.
  • Rob2Rob2 Posts: 2,402Member
    Rob2 said:
    Love the project, has certainly got me investigating some interesting aspects of GS and when things actually happen and comparing game.Time with game.Clock.XXX

    Certainly worth putting the extra 0 in to get the ms displaying correctly. Options to calibrate so the 20ms or so that the timer project itself is putting in could be nulled out. Average over a few shots would be good too.

    That should have been 200ms :)
This discussion has been closed.