App beta published to iPhone, epic lag in movement of any and all actors?? HELP!

Uninspired_ProductionsUninspired_Productions Member Posts: 39
OK so we are in the final stages of testing and almost ready to publish our app, after nearly a year of schooling ourselves on Gamesalad and all other aspects of building an iPhone game we have come across a serious setback problem..
Now im sure im not the first person to come across this issue, so surely one you Gamesalad wizards (or warlocks as Charlie Sheen would say..haha) have a fix for me... WINNING!!!

The problem -

I have an actor with boolean triggers for movement (as in there are buttons on the screen display for movement that change boolean to true which triggers actor to move either left or right,) this is all working perfectly and so far the only issue I have noticed in our game is when it has been published via Gamesalad publish manager and then installed on my iPhone 4, the movement of all the falling actors (actors that are falling via gravity towards the main moving left and right actor) and the movement of the main actor in our game is jerky as hell. Almost as if it cant run successfully on the iPhone 4 or it is running at some epic crappy framerate.. I love 8 bit games as much as the next nerd.. but not in my pretty, new iPhone game.. sniff sniff..

I have already been through a massive process of elimination, ie, removed music files from the game which are quite big when converted to gamesalad music.ogg file, removed every little attribute and unused artwork and actors, double checked everything works perfectly in the gamesalad program itself. Which I am aware is only a guide to the actual final gameplay and that the hardware on my iPhone will be different..

The main actors movement is a MOVE behaviour with the movement relative to ACTOR and the speed type is ADDITIVE.. there is a set maximum speed for the actors attributes but even playing with these parameters hasn't achieved the desired results.. WTF is going on?

Even the actors which simply fall via gravity have a lagged jerky movement, its almost as if the game on the iPhone is missing frames when gameplay is up..

Now so far this is one of the only dilemmas stopping us from finishing and proceeding to the publishing stage.. naturally we are anxious to get past this glitch...

So does anyone have any movement tips for getting it to run smooth as glass on the iPhone 4?? I have tried to change the app compatibility to see if that had any difference, but that had no affect..

We downloaded a couple of gamesalad produced games.. ie. Danger Cats (firemaple games) and Stunt Squirrels (firemaple games) and they both run smooth as.. so im not sure what im missing??

My other guess is my artwork made via Adobe Illustrator could be too big?? and making the actors slow due to file size maybe?? I haven.t activated image independence yet, as im not sure exactly what that will do to the game artwork wise and display wise to be honest.. the artwork has been the slowest part of the build and im avoided changing it like the plague!! :)

Or maybe its the fact that the score engine has a combo counter that could be messing with it, but we have used image change as much as possible rather than actual actor change for scoring numbers and combo notifiers.. so please oh please WISE ONES, help me out.

Cheers,

Dan and Taz from...
Uninspired Productions

check us out on facebook
facebook.com/uninspiredproductions.au

Comments

  • DimensionGamesDimensionGames PRO Posts: 993
    Never use move to anymore INTERPOLATE FTW. Whats your file size and you could get the DeepBlue ideas GS optimiser app.

    Cheers.
  • POMPOM Member Posts: 2,599
    You said There is a set max speed In your actors,
    What is the value of it? Is it 0?!

    Roy
  • beefy_clyrobeefy_clyro Member Posts: 5,394
    Best advice mate, get it running on the GameSalad viewer, that will show you in real time what exactly is using the memory.

    Resolution independance gives retina art for the iphone 4. I suggest searching the forums as theres been lots of helpful topics on it. As a general rule, your graphics need to be double the size of what they are in the editor. For instance, you have a background that is 320 x 480, you would need to have that background as 640 x 960, tick RI and actually scale it to be the 320 x 480 in GameSalad. Then, when an older phone uses you game is makes a set of small images at 320 x 480 but when its an iPhone 4, it uses the high res graphics for a better display.
  • PossesiveGaming said:
    Never use move to anymore INTERPOLATE FTW. Whats your file size and you could get the DeepBlue ideas GS optimiser app.

    Cheers.

    Interpolate is being used for the combo score engine and for some movement on our bomb actors.. so maybe interpolate for right and left movement across the screen will work?? interesting.. will try it out..

    what is this DeepBlue ideas GS optimiser app you speak of??

    Cheers Dan
    GsLover said:
    have you tried compressing your images, and optimizing certain things??

    Yes we have swapped over images, we have optimised as many things as we could find.. they are listed above in the original post.. anything else you can think of???
  • calvin9403calvin9403 Member Posts: 3,186
    do you have darren's tool?
  • DimensionGamesDimensionGames PRO Posts: 993
    http://www.deepblueideas.com/
    http://www.deepblueapps.com/Deep_Blue_Ideas_Ltd./Home.html
    http://www.deepblueapps.com/Deep_Blue_Ideas_Ltd./GS_Optimizer.html

    The bottom one is the exact one. The others are just the brand as such. Great set of products check out the bundles very good prices.

    Cheers.
  • calvin9403calvin9403 Member Posts: 3,186
    PossesiveGaming said:
    http://www.deepblueideas.com/
    http://www.deepblueapps.com/Deep_Blue_Ideas_Ltd./Home.html
    http://www.deepblueapps.com/Deep_Blue_Ideas_Ltd./GS_Optimizer.html

    The bottom one is the exact one. The others are just the brand as such. Great set of products check out the bundles very good prices.

    Cheers.

    +1
    the optimizer is awesome
  • p-o-m said:
    You said There is a set max speed In your actors,
    What is the value of it? Is it 0?!

    Roy

    LOL.. no max speed isnt set to 0... that would be an awesome fix.. we have poured over this problem for a few weeks now and are just at a loss at what we are doing wrong..

    Thanks for your suggestion..

    Cheers Dan,
    beefy_clyro said:
    Best advice mate, get it running on the GameSalad viewer, that will show you in real time what exactly is using the memory.

    Resolution independance gives retina art for the iphone 4. I suggest searching the forums as theres been lots of helpful topics on it. As a general rule, your graphics need to be double the size of what they are in the editor. For instance, you have a background that is 320 x 480, you would need to have that background as 640 x 960, tick RI and actually scale it to be the 320 x 480 in GameSalad. Then, when an older phone uses you game is makes a set of small images at 320 x 480 but when its an iPhone 4, it uses the high res graphics for a better display.

    WOW awesome info.. looks like I will be resizing alot of my artwork.. it always appeared to be an issue previously so im sure that will polish the game nicely.. thankyou for your suggestion on that.

    The gamesalad viewer I have no idea on how to 1. Install the game and run it via Gamesalad viewer.. I remember seeing a video about it once but thats as far as I got. Does it actually give you real time stats on cpu usage on the iphone??? That would be awesome.. any links to forum page walkthroughs?? or possibly youtube video walkthroughs?? epic noob question, I know.. there is much shame.. haha.

    Cheers, Dan
  • POMPOM Member Posts: 2,599
    Maybe upload a video so we could see the problem you see

    Roy
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