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Clickteam fusion 2.5 free vs full
Clickteam fusion 2.5 free vs full













  1. #CLICKTEAM FUSION 2.5 FREE VS FULL FULL#
  2. #CLICKTEAM FUSION 2.5 FREE VS FULL SOFTWARE#

  • If an image is a large, solid colour, you can optimize by creating it at the smallest size possible in accordance with the powers of 2 rule, then scale it up at run-time in the Event Editor.
  • #CLICKTEAM FUSION 2.5 FREE VS FULL SOFTWARE#

    The software draws invisible boxes around objects in multiplies of powers of 2 – if the image is 9 pixels, there will be a box 16 pixels, wasting memory

  • Use images with sizes at the power of 2, eg, 2, 4, 8, 16, etc.
  • Transparent areas use memory even though there’s no graphics

    clickteam fusion 2.5 free vs full

  • Crop images of unnecessary transparent space.
  • My games scale up dramatically at run time without losing any quality.
  • #CLICKTEAM FUSION 2.5 FREE VS FULL FULL#

  • If you designed graphics at 270 x 480 but want the game to run at full HD, then create the game at 270 x 480 and let Fusion scale it up at run-time.
  • It is best to make the game at the lowest resolution possible and let Fusion scale the game up at run-time.
  • Don’t forget to delete objects that are not being used, unless they are going to be re-used.
  • If you don’t tell the event to stop creating more objects after the first is created, it could very easily start creating 60 objects every second.
  • It’s easy to forget how many objects are created with an event, eg.
  • The more objects you have, the more memory that will take.
  • You can only have 20,000 on-screen objects at one time.
  • This will be a case by case scenario that you might just have to test. At some point there might be a trade off though for how many objects you have offscreen, because each object uses up memory. You would create the necessary number of particles at the start of the level, and then when you need to use them, you move their position to use them, instead of creating new particle objects.Īny time you are creating objects or particles at run time, especially lots of objects, consider if it might not be better to pre-create them at the start of the level off-screen to use them later. For example, say you wish to create a fireworks particle effect. The bigger the objects, the more memory you use.Ī very good solution is to create a pool of the objects that you wish to reuse. The more objects you create at one time, the more memory you are using up. Creating objects at run time is a big one that uses a lot of memory. In my experience, Active Objects and graphics are usually the biggest cause of slow Fusion games. Object Creation vs Having a Pool of Objects What we want to do is limit how much the computer has to do every frame, every second, which in turn will speed up your game. That means your game will attempt to process everything you’ve told it to do, 60 times per second. When your game runs, it is set to run at a consistent frame rate, eg 60 frames per second, or 60fps. There are a few key areas that will affect this more than others:

    clickteam fusion 2.5 free vs full

    To optimise your game means to make sure it runs at it’s best, possible performance. Understanding Optimisationīefore reading this article it helps to understand what we mean when we use the word “optimise”.

    clickteam fusion 2.5 free vs full

    Take this as a, “If you need it, it’s here” sort of guide. For something like a puzzle game, there should likely be no problems. This is most likely to occur in mobile games that have lots of onscreen action and object creation. These are simply ways that you can make a game run faster if you are experiencing performance issues. NOTE: You do not have to do all of these things in each project in Fusion.















    Clickteam fusion 2.5 free vs full