I played the entire first level for a few minutes without any problems, the memory footprint never went over 37MB, and that was with all the walls color coded.
and just for kicks I recreated that timer function on the title screen, and it worked without a hitch.
what you said above gave me the idea, it feels like that timer function on your title screen had a glitch in it that was causing a massive memory leak. recreating it brought the memory footprint back down to under 5MB for other.
I removed the time on the first screen and it still freezes in about 20 seconds. Memory is still over 50mb. I think you may have changed something before removing that timer that made it work.
that is weird. I just uploaded my copy, I confirmed it runs at only 4.4MB, with a total of the low 30s.
can you download the game project and give it a try? See if the same thing happens for you?
Something I'd also suggest you do, delete the gamesalad application and redownload it. I've seen a few people have to do that to resolve other strange and unrepeatable issues.
I downloaded the project and it still does not work. Can you just email me the project. My email address is bhjboucher@embarqmail.com. I will try it as soon as I get it.
I've try redownloading and the one you sent, but they both freeze. When I start to play the game the memory jumps up to 54 mb. Did you get this to work on the iPhone device or in the simulator?
Once again thanks for trying to help. The project you sent me does seem to work better, because the time to release new rats is turned off. Even with that turned of I can get it to freeze about %50 of the time. I'm going to simplify thanks to see if I can make it work. I really need to be able to release more rats.
I would also think that as I destroy actors that the memory would go down. Using Xcode to release objects reclaims memory. I would think this would be the same for destroying actors. I guess this is a question for GS. When I run instruments on xcode projects I can see the alloc memory decrease. When I run instruments on GS project the alloc memory never decreases.
Comments
when i did that, your 'other' memory footprint went from 40MB down to 5.5, which is what all my games sit at.
Send and Receive Data using your own Server Tutorial! | Vote for A Long Way Home on Steam Greenlight! | Ten Years Left
give that a try.
Send and Receive Data using your own Server Tutorial! | Vote for A Long Way Home on Steam Greenlight! | Ten Years Left
what you said above gave me the idea, it feels like that timer function on your title screen had a glitch in it that was causing a massive memory leak. recreating it brought the memory footprint back down to under 5MB for other.
Send and Receive Data using your own Server Tutorial! | Vote for A Long Way Home on Steam Greenlight! | Ten Years Left
can you download the game project and give it a try? See if the same thing happens for you?
Something I'd also suggest you do, delete the gamesalad application and redownload it. I've seen a few people have to do that to resolve other strange and unrepeatable issues.
http://gamesalad.com/game/play/14201
Let me know once you've downloaded it and I'll hide the project.
Send and Receive Data using your own Server Tutorial! | Vote for A Long Way Home on Steam Greenlight! | Ten Years Left
I downloaded the project and it still does not work. Can you just email me the project. My email address is bhjboucher@embarqmail.com. I will try it as soon as I get it.
Thanks.
Please try redownloading the application as well.
Send and Receive Data using your own Server Tutorial! | Vote for A Long Way Home on Steam Greenlight! | Ten Years Left
I've try redownloading and the one you sent, but they both freeze. When I start to play the game the memory jumps up to 54 mb. Did you get this to work on the iPhone device or in the simulator?
Once again thanks for trying to help. The project you sent me does seem to work better, because the time to release new rats is turned off. Even with that turned of I can get it to freeze about %50 of the time. I'm going to simplify thanks to see if I can make it work. I really need to be able to release more rats.
I would also think that as I destroy actors that the memory would go down. Using Xcode to release objects reclaims memory. I would think this would be the same for destroying actors.
I guess this is a question for GS. When I run instruments on xcode projects I can see the alloc memory decrease. When I run instruments on GS project the alloc memory never decreases.