Drop frame after some time of gameplay

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Selection frame like in RTS games, works both on mobile and desktop devices.
  • Hi! When I play my game it runs with full fps. When I get on lvl 3 or 4, the fps decreases. On lvl 6 or 7 it's almost unplayable, very very slow.

    If I restart the game and continue from where I stopped, it is fast again. It seems to be clear that the problem is due to sometime playing (my processor get really warm).

    I dont know why the layouts are always fast individually, but when I play then on a sequence, it gets very slow. The layout are independents!

    Which are the probable causes of this issue?

    If you want to see the game with your own eyes, play this demo: indiexpo.net/pt/games/josie-s-tank

    Help me, this is kind of urgent! Thanks!

    Tagged:

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  • My guess you don't destroy some objects. So they increase over time.

    Start your game in debug-preview and look at the object count.

  • Asmodean Thanks for your response. I'll check it now, but I have a question. Are'nt the layouts independents? How could a object persist existing between layouts?

  • You can make your objects global. So they won't be destroyed at the end of a layout.

  • Asmodean I think it's not my case. I run the debug and observed somethings:

    The game run normally. It's getting clear for me that it only get slower on .nw application. Running on web doenst affect the fps.

    Other obs:

    my cpu ut. = average ~35%

    objects count = doesnt increase

    collision check = doenst increase

    I have no idea why on .nw it doenst run as it run on web. I'm kind of desperate because the game will be released on Steam 18th and I need to update it.

  • Asmodean I think it's not my case. I run the debug and observed somethings:

    The game run normally. It's getting clear for me that it only get slower on .nw application. Running on web doenst affect the fps.

    Other obs:

    my cpu ut. = average ~35%

    objects count = doesnt increase

    collision check = doenst increase

    I have no idea why on .nw it doenst run as it run on web. I'm kind of desperate because the game will be released on Steam 18th and I need to update it.

    Very old NW.js releases have memory leaks and similar performance issues. If you use an old version, update it. (There is also nothing wrong with delaying a release, if your product isn't ready yet.)

  • TheRealDannyyy thanks man, how do I update nw.js?

    I didnt know it has versions.

  • TheRealDannyyy

    "C:\Program Files\NWjsForC2"

    Is this folder?

    How to update it?

  • Here:

    scirra.com/nwjs

  • Asmodean Thanks! :D

    I'll give some feedback soon.

  • Asmodean Is there a way to know what's the my current version?

  • Start your Game or make a preview in NWjs. Press F12, Click on the Tab Console. Type process.versions['node-webkit'] and press return.

  • Asmodean The game is running with 0.37.0 (15th March 2019)

    I've installed 0.40.1 and I have exported the game. I'll test it now, but I dont think this short period means a huge difference.

  • Ok, results of installing newest version of nw.js

    No improvement

    The same thing happens: nw Cpu utilisation starts with ~19% and as long as I keep playing, it goes increasing. When it is ~48%, the game is VERY SLOW.

    Some notes:

    My processor is bad, it's 1.7 Ghz

    I've tested with other people. This phenomenum doenst happen with VERY STRONG processors, like >3.0 Ghz.

    This is a problem, most of computers are about 1.7 - 2.8 Ghz, and it happens with those people.

    I think there's nothing wrong with coding optimization, once it runs normally on web (the problem is with nw.js)

    Help me :'(

  • It's really hard to say. Is the game still slow if you start the game over? Can you start directly in level 3 or 4? Is is still slow? Do you use effects or particles, maybe only in this level?

    Do you get any errors in the console (F12) in NWjs?

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