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Messages - FranAlt

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61
Resolved Questions / Re: When is stencyl 3.0 arriving ?
« on: January 15, 2013, 07:03:15 pm »
Hi everyone! I have some doubts about Stencyl Pro. Will I be able to use, develop and publish from Stencyl 3.0 Beta? And AdWhirl will be available for iOS too? Because iAds are not available where I live...

62
Hi

Now that my iOS game is further more developed I find myself with high usage of RAM memory, with values up to 118MB wich is really high, considering that the app weights just 12-20MB. It runs pretty well in my iPad (55-60fps) but refuses to open in my iPod Touch that has just 100MB of RAM.

I have a max of 3 atlases loaded at the same time in every scene.

Anyone know how to fix this?

Thanks!

63
Old Bugs (1.x/2.x) / Re: Memory leak in stencyl
« on: December 22, 2012, 01:49:58 pm »
Im having a issue regarding memory on iOS, I get up to 120MB of RAM memory usage while even games like X-Plane use up to 40-50MB of RAM. I have no truble with the fps but this huge amount of memory consumption will make my game crash. I have atlases perfectly configured, max 3 per scene.

Does anyone know how to solve this?

64
Something that made my scene transitions crash is to have the atlases bady configured. When the scene changes, the atlases are loaded/unloaded, so for example if you already had 3 atlases loaded in a scene and then you load 2 for the next scene without unloading the previous ones, the memory will collapse and make the game crash.

Further example: The Main Menu scene for a game requires 2 atlases (A and B) to be loaded while the Level scene 3 atlases (C, D and E).
When switching from the menu to the level, atlases A and B need to be unloaded (using the blocks) and atlases C, D and E need to be loaded. If something misses the game will crash or the screen will turn black (missing the animations from the respective atlases).

Hope I could help ;)

65
Old Questions (from 1.x/2.x) / Re: scrolling background iOS games
« on: December 20, 2012, 02:16:45 pm »
No, I'll have to check but I think Im still getting 60fps on an iPad. Its necessary to have it always active as the next background will be created outside the screen, otherwise it wont work. Another thing to take into consideration is to make it a "Sensor" or "NoCollision" object. You may disable some physics to gain performance.

Good luck!

66
Old Questions (from 1.x/2.x) / Re: scrolling background iOS games
« on: December 15, 2012, 01:34:23 pm »
Hi! I just developed a solution and works perfect!

For example:
-My background is 2200x682
-When I create it (I place it manually in the scene) I set it to Always Active and with a certain X Speed (negative)
-Then I calculate what would its X be for it when the background will "end", that is to say 480px left on screen (iOS screen). My background is 2200px (1100px) 1100px-480px= 620px, so when X of Self= -620 create "Actor Type" (new the same actor) at 480.

So, when there is x480 left at screen automatically a "new background" will generate at x480

If you dont understand it this way just let me know that I will upload some images

Good luck!

67
Old Questions (from 1.x/2.x) / Re: Adwhirl or Admob?
« on: December 07, 2012, 10:57:19 am »
I'm trying this method but I don't seem to make it work... Anyone had luck?

68
Old Questions (from 1.x/2.x) / Re: iOS RAM Memory
« on: November 27, 2012, 05:24:41 pm »
Hi again.

Now that my iOS game is further more developed I find myself again with high usage of RAM memory, with values up to 118MB wich is really high, considering that the app weights just 12-20MB. It runs pretty well in my iPad (55-60fps with some lags) but refuses to open in my iPod Touch that has just 100MB of RAM.

This is what I've got:

-Max of 3 atlases loaded at the same time in every scene.

-4-5 Atributes mostly numeric.

-3 different fonts, one of them is pretty big.

-Animations are PNG (Don't know if this matters)

-The game randomly creates objects every (x) time (1 sec or less).

-Score is drawn using a "Label object" all the time.

Anyone know how to fix this?

Thanks!

69
Old Questions (from 1.x/2.x) / Re: iOS RAM Memory
« on: November 07, 2012, 08:18:11 am »
Thanks! That worked! It managed to drop the memory usage from 200MB to 20MB.
I now have to work on the FPS, I get really low values like 12fps when the main actor is moving. I guess its because of the old device I use to test (iPod 2g).

70
Old Questions (from 1.x/2.x) / AdMob implementation via XCode
« on: November 07, 2012, 08:15:11 am »
Hi everyone!

After a long time I managed to export the Stencyl project into XCode. The problem I have is that when I want to implement the AdMob SDK into my XCode project I can't find the necessary files in the project Stencyl creates. The AdMob SDK requires me to change the code from "UIViewController" and  "viewDidLoad" in order to have the ads working. Does anyone know where to find them?

I really need AdMob to monetize my app as iAds are not supported in my country.

Thanks!

71
News / Re: Stencyl 3.0 - Design Once. Play Anywhere.
« on: October 30, 2012, 03:17:51 pm »
Will 3.0 support AdMob or other ad networks?

72
Old Questions (from 1.x/2.x) / iOS RAM Memory
« on: October 22, 2012, 05:55:04 am »
Hi everyone!

Im developing a simple game wich is about 8mb. The odd thing is that when I run it in my iPad I get up to 200MB of RAM usage! And for the same reason I can't run it in a iPod...

Anyone knows how to fix it? I use Labels and everything I'm supposed to use for iOS :/

73
Old Questions (from 1.x/2.x) / Re: Adwhirl or Admob?
« on: June 12, 2012, 12:57:35 pm »
I have the same question. I don't really know (Im a begginer) but if you export the app code created in iStencyl to an SDK like the Apple iOS SDK and then you add the code of AdMob for example, it should work right?

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