CocoonJS Xcode:Terminated due to memory pressure

Discussion and feedback on Construct 2

Post » Tue Jan 14, 2014 12:52 am

Hello,
I have compiled my game in cocoonjs into xcode, but when i run it into my iphone, it received an error message "terminated due to memory pressure", and closed unexpectedly.
My capx is 190mb, and it also won't work on cocoonjs launcher by closeing unexpectedly.
Anyone having same issue?
Please help me.

Andy
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Post » Tue Jan 14, 2014 1:24 am

from my understanding, cocoonjs's memory management is poor, and your capx size suggests big memory usage, likely you have reached memory size more than iphone can handle, you can find out how much memory you use from xcode when you run the app, likely you'll have to slim down your game.
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Post » Tue Jan 14, 2014 2:06 am

Thanks hollowthreat for your fast reply,
i just slim down my game, when it exported into zip file, its size is 145mb, in the project, it displays approximate download: 193.3 mb, and memory use: 544.3mb.
btw, do you know the maximum size of memory consumed that is allowed for the iphone to run well?
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Post » Tue Jan 14, 2014 2:11 am

@andywang

http://stackoverflow.com/questions/20160180/terminated-due-memory-pressure

so iOS can kill app when is low memory and CocoonJS loads everything on start, so... iOS kill your app szymek2014-01-14 02:18:03
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Post » Tue Jan 14, 2014 3:07 am

Based on experience, my iPad 3 can manage around 300mb of memory.

For iPhone, it depends which model you're working with. I guess to be safe, try to get it below 200mb of memory. If you're using retina sizes, you probably have to resize them smaller (480,320).
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Post » Tue Jan 14, 2014 3:31 am

If you want to make money with your game, i would recomment not going above 150mb ram. Till 150 is fine. Thats still 75% of the market. Less is nearly impossible with cocoonjs, except if you intend to publish an endless runner with one background and a one track sound loop.

As guideline: My game is 9mb when exported to cocoonjs, 17mb as app. Memory usage 120mb ram.
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Post » Tue Jan 14, 2014 5:12 am

It's a bit crazy, i have a simple game, but it consumed a rather big memory using C2.
Anyone knows how to make cocoonjs or construct 2 not to load everything on start?
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Post » Tue Jan 14, 2014 2:33 pm

Memory use of over 500mb on mobile is truly extraordinary high and it is amazing if any mobile device anywhere can even start it up!

See this blog post: https://www.scirra.com/blog/112/remember-not-to-waste-your-memory
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