Loading Management

gariantrollgariantroll Member Posts: 219
edited November -1 in Working with GS (Mac)
Are there any tutorials about the way we should load information into our games? Or does Game Salad load everything at once? I am a bit confused about our abilities to load and free up memory as a developer.

Thanks if you can shed some light on the issue.
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Comments

  • PhoticsPhotics Member Posts: 4,172
    The Unofficial GameSalad Textbook has an optimization chapter.
  • PhoticsPhotics Member Posts: 4,172
    The Unofficial GameSalad Textbook has an optimization chapter.
  • PhoticsPhotics Member Posts: 4,172
  • PhoticsPhotics Member Posts: 4,172
    Oh, so should I just add a 12 line signature to all my posts?

    Where did YodaPollo post this?

    The thread starter asked for a tutorial... question-answer
  • PhoticsPhotics Member Posts: 4,172
    The questions wasn't... are there any free tutorials.

    Dude... this is rampant abuse of power. I'm answering the question. You spam the forums with ads with almost every post you make.
  • AppsRacKAppsRacK Member Posts: 346
    gariantroll said:
    Are there any tutorials about the way we should load information into our games? Or does Game Salad load everything at once? I am a bit confused about our abilities to load and free up memory as a developer.

    Thanks if you can shed some light on the issue.

    I dont know if this is what you want but this might help you.
    http://gshelper.com/?p=155
    Also theres a lot of good stuff there so you might want to watch other videos as well.

    -Drahc
  • AppsRacKAppsRacK Member Posts: 346
    easy guyz.. :)
  • PhoticsPhotics Member Posts: 4,172
    tshirtbooth said:
    yes its a link to my site but its a FREE tutorial.
    Im sry you are unhappy with this but i did not make the forum rule Yoda did.

    How's that any different? An advertisement for a free website is still an advertisement.

    GIMP is free... I think Pixelmator is better.

    If the question was, "Are there any Free tutorials?" and I replied with a link to my textbook then I can see that as spam. But here... it's question and answer.

    If you're going to remove links to my site... you should remove links to yours... if those are the rules.
  • quantumsheepquantumsheep Member Posts: 8,188
    Hi there Garian,

    To answer your question - there are a few things you can do to optimise your project.

    I'll use Tshirt's iDot template as an example, as I gave myself a challenge to make something cool with it ;)

    Now, before I start, there's nothing wrong with the template per se. It works as advertised - i.e. as a *template*.

    This is a common misconception with templates (and yes, I've seen quite a few of them!). They are great as learning tools, but they're lacking in certain areas with regard to full games.

    And if you don't know what you're doing, well, you're stuffed!

    Anyway, tshirt's template is useful for powerups and movement and scores and keeping stuff on a minimum amount of scenes in-game.

    Here's some issues and how I optimised the template to be an actual game:

    1. Issue: Bad guys were destroyed if you touched them with a shield, and respawned elsewhere.
    What I changed: Spawning will gradually increase the amount of memory usage. My solution was to set up walls around the arena (a little way offscreen of the edges) with rules in the bad guys that if they touched the left wall, to change their X position to just before the right wall. Vice Versa with hitting the right wall, and obviously a change of Y position for ceiling and floor collisions.

    This meant that the enemies would only spawn once, when the player pressed 'start'. It also got rid of the need to have X and Y wrapped, which was causing other problems.

    2. Issue: Now that the enemies only spawned once (when the variable 'start game' is true) memory usage has gone down. BUT - there's a 2 second 'stutter' as the enemies spawn when you press play.

    What I changed:
    I essentially made the enemies spawn right at the start of the game, and made them invisible (alpha 0) until the player pressed start. Pressing start changed their Alpha to 1 and moved them to their starting positions off-screen (they're constantly moving).
    This made the start of the game seamless - you don't notice the enemies stutter because they're invisible. I set up a timer to let them spawn in ok, and after that they're never destroyed. So the player doesn't see the problem at all, and it's not visible at any other time in the game.

    These are just a couple of ways to optimise your game. There are others:

    *Try and avoid constraints and timers. Sometimes it's inevitable you use them, but try and keep it down.

    *Make a generic actor with no rules in it that you use for lots of different things. Give it a few self variables (just in case you need them) and when you move it into a scene unlock it from the prototype. Then put in your rules and images into this empty generic actor. An example of this kind of use is menu buttons. You don't need a different prototype for 'Start', 'Options', 'Help' etc - just use one actor and change the rules. It will help keep your memory use down.

    *Try and use mono music tracks - stereo tracks will essentially double your memory footprint.

    There's lots of other tips on the forums - try searching and looking at videos as suggested by others.

    Hope that helps,

    QS :D
  • PhoticsPhotics Member Posts: 4,172
    tshirtbooth said:
    Also i don't get why you keep hijacking this thread.

    Actually, I'm not hijacking the thread. I'm answering the question. The thread didn't get derailed until you moderated incorrectly...
    6. WHAT HAPPENS IN MARKETPLACE STAYS IN MARKETPLACE. Also, in relation to selling services on the forums: There is to be no buying and selling of services outside of dedicated “Marketplace” threads. Do not advertise your business of custom templates or tutorials in a thread where someone has been asking for help creating custom backgrounds. If you think they would benefit from your services, you may post a link to your dedicated “Marketplace” thread.

    So... again... question - answer!

    The question is about tutorials, so my answer was relevant.

    Question: Are there any tutorials about the way we should load information into our games?

    Answer: The Unofficial GameSalad Textbook has a chapter on optimization.
  • simo103simo103 Member, PRO Posts: 1,331
    Hey Photics if someone put up a poll on whether you were right or wrong on this case and everyone said you were wrong would you believe it?

    He asked if there were any tutorials (which as far as I can tell are only free NOT paid for) so he wasn't asking to be sold to. You tried to sell, other posts linked to free stuff .. pretty clear to me .. so you're wrong!
  • PhoticsPhotics Member Posts: 4,172
    tshirtbooth said:
    Yes i know that post but there is another that said if someone is looking for help you can not post a paid service RATHER then help the person.

    Well, then there's an issue with the rules on the yellow sticky and it should be updated. From what I've read in the rules, my reply is appropriate.

    The Textbook is helpful. That's why people buy it.
  • rlehmrlehm Member Posts: 320
    Grabbed a coffee. Sat at my computer. Read this. Got bummed out. Photics, I think your attack on tshirtbooth was wrong. No one helps the community as much as tshirtbooth. If he got tired of being attacked like this and stopped helping, wether template, cookbook, gshelper, making examples for people, etc.. There would be a vacuum effect. I think the community as a whole would suffer. I'm not trying to flame you Photics. I'm just really surprised you posted this. I hope when you cool off and calm down you'll make an apology.
  • AppsRacKAppsRacK Member Posts: 346
    Wow never expected this to grew like this. I've also experienced asking question here and i was slapped with i'll help you if you pay (or buy this) and it really discourage me TOTALLY. That's why i promise myself if anyone ask question here and i happen to know the answer i'll give it directly with no self promoting/marketing behind it, Just pure help.

    If you really want to you could have just answer his question first then follow up with "ïf you want to know more detailed about optimization you could check out this and that". I think thats more reasonable.

    If it makes you a bit more comfortable
    I'll use this...
    http://www.youtube.com/watch?feature=player_embedded&v=NXVA21vuEGo

    But of course i have to give credits to TSB and his website http://gshelper.com because thats were i found it first.

    chill man...

    -drahc
  • PhoticsPhotics Member Posts: 4,172
    rlehm said:
    Photics, I think your attack on tshirtbooth was wrong. No one helps the community as much as tshirtbooth.

    Actually, I feel like it was me that was attacked. I posted according to the rules. Tshirtbooth keeps mentioning a post by Yodapollo... so where's the link?

    Sure, Tshirtbooth is helpful... but he has paid services too. I've even recommended him as a freelancer to people too. So, when my post was deleted by Tshirtbooth, I don't see that as someone trying to protect the integrity of the forum. I see that as an abuse of power... and that's far worse for the community.

    I thought it was odd that Tshirtbooth would charge $10 for 15 minutes of help. Isn't that what so many of us do here for free? Whatever, that's cool if people want such services. Yet, my textbook is competition to that. It educates GameSalad developers so that they don't need to pay for such services. So I have problem when I see Tshirtbooth deleting my posts that mention my textbook — especially when he doesn't even link to the rules he's mentioning.
  • quantumsheepquantumsheep Member Posts: 8,188


    :D
  • beefy_clyrobeefy_clyro Member Posts: 5,394
    Its catch 22 really.

    Someone asks a question.
    The answer to the question could be answered by either a template or free knowledge.

    If you give out free knowledge, why sell a template with the same info?
    If you're selling a template, why would you tell for free?

    Now i guess the general rules could be posted for free but also mention, there is a paid template available which implements said feature. If the user cannot be bothered to try and implement it or cant, then they now know of the template.

    Otherwise, if a template isnt mentioned, how do people know?

    Now the grey area for me is what do you do when you've learned from a template?

    i.e. i didnt know how to accomplish said action. I purchased a template which was said action. I then learnt and understood said action from looking at the template.

    Can i now pass on this info or am i hurting the original template creator? Surely if i post what i have learnt, everyone will know, tell everyone and the person who put a lot of effort into the template is now left with nothing!
  • beefy_clyrobeefy_clyro Member Posts: 5,394
    Oh and sous-chefs, if you remove a post you should have the respect to say why its been removed. Otherwise, people will try and remove it again and to be fair, they're owed an explanation
  • creativeappscreativeapps Member Posts: 1,770
    tshirt helped me more then 1000 times and never advertise or force me for his paid templates. he is rock in gamesalad. So please dont say anything to tshirt he is truely honest person.
  • PhoticsPhotics Member Posts: 4,172
    beefy_clyro said:
    Oh and sous-chefs, if you remove a post you should have the respect to say why its been removed. Otherwise, people will try and remove it again and to be fair, they're owed an explanation

    Heh... I think that's why I'm especially bothered by this. My post just disappeared. I thought it didn't post correctly. My browser was running slow. I didn't know if it was the site or my computer.
  • creativeappscreativeapps Member Posts: 1,770
    Updated: tshirt helped not only me but others more then 1000 times.
  • PhoticsPhotics Member Posts: 4,172
    tshirtbooth said:
    lol i agree, but in this case i knew as soon as i posted why it would turn into this!
    so another catch 22 i guess :(

    Well... I did look for a private message :)

    I think that's why vBulletin would be better for so many reasons.
  • JohnPapiomitisJohnPapiomitis Member Posts: 6,256
    and the award for the most stubborn person in the universe goes to..
  • quantumsheepquantumsheep Member Posts: 8,188
    JohnPapiomitis said:
    and the award for the most stubborn person in the universe goes to..

    Spock?
  • AppsRacKAppsRacK Member Posts: 346
    JohnPapiomitis said:
    and the award for the most stubborn person in the universe goes too..

    hahahahah i almost spill my coffee on my KB damn.
  • beefy_clyrobeefy_clyro Member Posts: 5,394
    tshirtbooth said:
    lol i agree, but in this case i knew as soon as i posted why it would turn into this!
    so another catch 22 i guess :(

    Granted. Still, if a post is deleted, it should have an explanation. If it begins to turn into this you should then warn to keep on topic or all further off-topic posts will be deleted. If they have an issue they can then take it up with GS. At least you've then been fair, explained the reasoning and given warning!
  • PhoticsPhotics Member Posts: 4,172
    drahc said:
    hahahahah i almost spill my coffee on my KB damn.

    Ha, even I smiled at John's comment :)
  • PhoticsPhotics Member Posts: 4,172
    uptimistik said:
    Oh my gooodness.... laughed till my head hurt!

    Heh, I didn't think it was likely BOT would beat Angry Birds. I was shooting for the stars. I thought there was a small possibility to beat Angry Birds for a brief time, like Tiny Wings. Yet I figured that it could have a bad launch... just like Mini Canon. It's just the way the App Store works.

    Angry Birds had a rough start too. It's rare for games to make a comeback, but I uploaded 1.1 to see how it goes.

    ...and now I have an app that's portable. Mac App Store... Android... and maybe Apple TV will play games one day :)
  • gariantrollgariantroll Member Posts: 219
    Thanks for the ideas. I have made great strides with the game and it is playing pretty awesome considering the amount of animation that is in the games. We have over 1500 frames and now we are trying to get the performance fps above 50. Currently we are around 40fps and the game doesn't crash. Currently all the animation is at 20fps. how much does the actor's fps affect the performance?
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