Help! Need Exporting to iOS! (Memory Issues)

Discussion and feedback on Construct 2

Post » Mon Jan 20, 2014 1:08 am

[QUOTE=KFC] I was wondering, how is the performance of Ejecta games?
Would a game without physics be able to run normally?[/QUOTE]
i have problem with ejecta about a month ago, black screen, and audio problem, not sure about now
Doo Doo Diving App Store | Google Play

Donut Pirate App Store | Google Play
B
17
S
2
G
1
Posts: 195
Reputation: 1,578

Post » Mon Jan 20, 2014 6:23 am

Also on a side note, you have an automatic copyright on any content you create, you just have to be able to prove you created it to begin with which having the original source files and images should do. But to be safe I would still copyright it.
B
49
S
12
G
10
Posts: 1,833
Reputation: 14,573

Post » Thu Jan 23, 2014 5:46 am

Just finished a couple testing. This is not about the buttons/spritefont issues. The autoquit is due to the resources overload. The initial loading of memory is 158mb. I simply need dynamic loading in game to resolve this problem.

For the copyright, no need to worry. If my game is small potato, no one will care about it. If it becomes famous, big name will sue you with any reason.
B
4
Posts: 8
Reputation: 268

Post » Thu Jan 23, 2014 7:10 am

Find the answer on this thread
http://www.scirra.com/forum/memory-use-huge-problem-for-large-games-on-mobile_topic64424_page1.html

Can't do anything on C2 side, it's wrapper issue. They just preload every layout without doing dynamic loading. The 100mb limited from iOS is even sucks. Not much I can do now. This game'll stick with android. I'll keep in mind to make a less sprite/sound game next time.

B
4
Posts: 8
Reputation: 268

Post » Thu Jan 23, 2014 12:55 pm

[QUOTE=supersnow] Find the answer on this thread
http://www.scirra.com/forum/memory-use-huge-problem-for-large-games-on-mobile_topic64424_page1.html

Can't do anything on C2 side, it's wrapper issue. They just preload every layout without doing dynamic loading. The 100mb limited from iOS is even sucks. Not much I can do now. This game'll stick with android. I'll keep in mind to make a less sprite/sound game next time.

[/QUOTE]

iOS limits to 100mb memory for apps? Wow thats HOPELESS for CocoonJS now.. unless we all do pixel art games.
B
70
S
24
G
19
Posts: 1,757
Reputation: 17,614

Post » Thu Jan 23, 2014 8:07 pm

@supersnow
@Silverforce
There is no official RAM usage limit on iOs.
The 100Mb limit mentioned before is referred to as the maximum app file size.

Here's a link with an empirical calculation of the memory budget for any iOS device.Knifegrinder2014-01-23 20:08:20
B
11
S
3
Posts: 224
Reputation: 2,028

Post » Fri Jan 24, 2014 1:56 am

ya, guess I blamed the wrong party
iPad1: 127MB/256MB (crash amount/total amount)
iPad2: 275MB/512MB
iPad3: 645MB/1024MB
iPhone4: 325MB/512MB
iPhone5: 645MB/1024MB

I was testing on iPad2. It crashes at 148mb precisely. My game size is around 29mb. As it;s mini RTS, it generates way more sprites than what i expect. The initial memory needed is around 500mb. I got this info after testing it on Nexus 10. The only way to solve it is via lazying/additive loading. I know u3d pro has this feature. imho, using a 3D engine to make a 2D game is quite stupid. Anyway, let's wait for next patch.supersnow2014-01-24 01:56:57
B
4
Posts: 8
Reputation: 268

Previous

Return to Construct 2 General

Who is online

Users browsing this forum: No registered users and 2 guests