Need help on performance ?

Discuss game development design and post your game ideas

Post » Thu Jul 16, 2015 12:58 am

@eliasfrost, check to see if your gpus are blacklisted - that is the most likely cause of a massive slow down like that. My umbra game demo runs with >2000 objects per level, physics, shaders, 14 layers, >40 mb images... and so on, all at 60 fps as long as the graphics driver is supported - that goes down to less than half that if the gpu is blacklisted... Things to also check are collision checks per tick (hundreds can be ok, but it depends on your export target), object behaviors that are not required because the objects are off screen should be disabled if possible...
A big fan of JavaScript.
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Post » Thu Jul 16, 2015 5:34 am

i use also text object in my game, i just want know why they make the game slow down? also i want know how to use font sprite and display text on it. and thanks
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Post » Thu Jul 16, 2015 4:19 pm

@Colludium Thanks for the hint, I will look into the blacklist next time I experience something like this. I acually optimized my collision checks just a few weeks ago and halved the cpu usage. :)
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Post » Sat Jul 18, 2015 12:59 pm

i delete all my text objects and replace them with textbox object, but i don't See any big changes in FPS ( in stage 3 my FPS stay between 42-50
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Post » Wed Jul 29, 2015 2:53 am

I think textbox object is as heavy as text object. Try to use Sprite fonts https://www.scirra.com/tutorials/684/ho ... rite-fonts
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Post » Wed Jul 29, 2015 3:05 am

I have a big question about Construct 2. Please confirm to me if Construct 2 can make a farming game as "Hay Day" or a building game as "Clash of clan" with full of animation like those games without crashes or good performance ? :?: . These game run very well on my low phones, but my game in Construct 2 is not running well, even though It has very little animation and sprites memory - I wrote details on the top of the thread. I followed performance guides on this forum and fixed so many stuff to keep it run on my low phone devices, but sometimes It still has crashes, or I missed somethings. Please point me all the guide to help me fix my game performance. Thank you so much.
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Post » Wed Jul 29, 2015 3:35 am

I checked all tips at https://www.scirra.com/manual/134/performance-tips .But the game still has crashes sometimes, when some sprites is moving or changing angle every tick or the game is saving, but I limited only one sprite can move or change angle value at a time. I'm using "Bullet" behavior to move, and "Sine" behavior to trigger and make a sprite move ping-pong. Can anyone help me please ? My game is using no physics and no collisions, I disabled all of them and no text objects or no textbox objects. After using an object, I destroyed it, every frames there are under 25 sprites on the screen with limitation of animation object is one at a time.
- Can 9-patch object make any issues of performance ? I'm using it.
- I have a 900x900 px background, I cut it to 4 sprites, 900x900 px each and scale it to 450x450 px to make the graphic sharp and clearer. Does it affect to performance ? Should I cut it to smaller pieces ?
Thank for any helps !
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Post » Mon Feb 13, 2017 4:32 pm

@SparklingAir I resolved 90% of this issue with Cocoon.io export. The problem is maybe too many objects to created in a layout, but C2 didn't remove their memory from cache even though those objects are deleted in the layout, and Then overloaded of memory of the mobile device which caused crashes. You can resolve it by creating the game with multi-layout as well.
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