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    Optimisation Tips

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    • SplitMindGamingS
      SplitMindGaming @Melide
      last edited by

      @XxWhiteHearrxX i dont know if anyone else does this but i thought i would mention it on optimization tips as well. I created a layer with an empty object to show the boundaries of where each phone screens are. Since my game is vertical i needed to see where the sides are. I found out that simply hiding this layer is not enough. If you turn on your boundaries option you will see a full blue screen. This was the reason why my FPS kept dropping. So for a tip. If you have a layer simply just for referencing purposes. Be sure to delete it within the final build of your game.

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      • RobinsonXR
        RobinsonX
        last edited by

        Instead of using multiple timers, use a single timer that broadcasts a message each interval. This will work, assuming all the timers you intention to have use the same interval duration.

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        • MurtazaM
          Murtaza Admin
          last edited by

          One often overlooked thing with images, is keeping the blank space to a minimum. What I mean by this is if you have say a ball that is 128x128 pixels, to crop it as close as possible with minimal transparent space around it.

          So don't have a 128x128px ball with a blank 1024x1024px canvas around it.

          SplitMindGamingS 1 Reply Last reply Reply Quote 2
          • Aidan_FireA
            Aidan_Fire
            last edited by

            Idk if this tip comes under optimisation, but...
            If you're using timers for every frame, as of the current version now I think it stutters a little bit (for example if you use timer 0s move an object a bit, it doesn't move smoothly). If you want it to be more smooth, use 0.0166666666666666 instead of 0.

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            • SplitMindGamingS
              SplitMindGaming @Murtaza
              last edited by

              @Murtaza is it possible to have the graphics editor find the closet crop possible automatically with a push of a button? Or even have this as an Import feature such as when you import an imager bigger then 2048 hyperpad asks you if you want to resize it. This close crop feature was actually a feature in the kwiksher plugin software i used to make for games.

              Aidan_FireA MurtazaM 2 Replies Last reply Reply Quote 0
              • Aidan_FireA
                Aidan_Fire @SplitMindGaming
                last edited by

                @SplitMindGaming There should be other apps out there for that. HyperPad is for programming, not image editing. Except of course if we can make our own image editors :P

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                • MurtazaM
                  Murtaza Admin @SplitMindGaming
                  last edited by

                  @SplitMindGaming said in Optimisation Tips:

                  @Murtaza is it possible to have the graphics editor find the closet crop possible automatically with a push of a button? Or even have this as an Import feature such as when you import an imager bigger then 2048 hyperpad asks you if you want to resize it. This close crop feature was actually a feature in the kwiksher plugin software i used to make for games.

                  When importing animation frames hyperpad already does this already. It crops and removes all the white space and rotated and positions everything on the sprite sheet to be fully optimized and reduce space.

                  SplitMindGamingS 1 Reply Last reply Reply Quote 1
                  • SplitMindGamingS
                    SplitMindGaming @Murtaza
                    last edited by

                    @Murtaza oh nice.

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                    • SplitMindGamingS
                      SplitMindGaming
                      last edited by

                      Do you guys know if its better to just have all the coding into one object label? Would this increase performance? Also what are the rules for empty objects. If i use a large 1000 by 1000 empty object would that decrease performance or are empty objects written in code and it doesnt really matter how big they are.

                      Aidan_FireA 1 Reply Last reply Reply Quote 0
                      • Aidan_FireA
                        Aidan_Fire @SplitMindGaming
                        last edited by Aidan_Fire

                        @SplitMindGaming I think sometimes it can be better to have all your coding in one object, but it depends on what is happening. If you're spawning in lots of objects, it's more efficient to have as few behaviours inside the spawned objects as possible.

                        I'm pretty sure big objects are ALWAYS laggier than small objects no matter what type they are.

                        SplitMindGamingS 1 Reply Last reply Reply Quote 0
                        • SplitMindGamingS
                          SplitMindGaming @Aidan_Fire
                          last edited by

                          @Aidan-Oxley what about particles. Would you say a full screen particle system such as snow effect will lag the system?

                          MelideM Aidan_FireA 2 Replies Last reply Reply Quote 0
                          • MelideM
                            Melide @SplitMindGaming
                            last edited by

                            @SplitMindGaming In one particle effect, if you set the particles to spawn over a 1000, it can affect performances. Also if you set the size of the particles to the maximum. I rather like making snow effects with not a lot of particles ( like 200 ) and make them small but still visible. I also think that the blend mode of the particles can somewhat affect performances but I'm not sure.

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                            • Aidan_FireA
                              Aidan_Fire @SplitMindGaming
                              last edited by

                              @SplitMindGaming Each single particle (as in one of the objects making up the particle animation) causes way less lag than actual objects, otherwise the same rules apply to particles, more particles or bigger particles will cause more lag.

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