Still57
Member
Hey everyone!
I made a Minesweeper game for Android and iOS (I'll leave links down below) and noticed that my iPhone 6 was burning up after I played with it for around 10 minutes. I am using GameMaker Studio 1.4.x (the release prior to the latest one).
This is how I programmed the game: I create a grid for which individual cells will sit on and you can adjust the size of the grid. So I create a cell object for each spot on the grid (which is a 2d array). Eg. if the board size is 9 x 9 I create 81 cells (thus 81 objects), 1 for each spot on the array. Now this is fine for GameMaker but, the problem occurs for larger board sizes. I programmed the ability to customize the board size in the game and the largest you could go was 30 x 24. I initially set the room speed to be 60 fps. I saw a lot of lag after this so I dropped the room speed to be 30 fps and I still saw a lot of lag! So I tried different board sizes and the max it could kind of handle was 30 x 16 = 480 cells (so 480 objects). Even with this setting the devices I try the game on heat up really fast. Also note that their isn't any heavy processing going on in these objects and the number of objects in the room apart from the cells is 20 at max.
I had this issue with one of my other games before where I had 200 button objects at one time. I solved this by creating 1 object that would draw all 200 buttons and process all of their button press functions. But the problem with this is that it is not convenient. I mean I should be able to have 200 button objects in a room at the same time.
So my point is: Why can't GameMaker handle this many objects at the same time? I feel like 500 objects in 1 room is the most it could take for my Minesweeper game. Any thoughts or suggestions on this?
Google Play Link
iOS App Store Link
I made a Minesweeper game for Android and iOS (I'll leave links down below) and noticed that my iPhone 6 was burning up after I played with it for around 10 minutes. I am using GameMaker Studio 1.4.x (the release prior to the latest one).
This is how I programmed the game: I create a grid for which individual cells will sit on and you can adjust the size of the grid. So I create a cell object for each spot on the grid (which is a 2d array). Eg. if the board size is 9 x 9 I create 81 cells (thus 81 objects), 1 for each spot on the array. Now this is fine for GameMaker but, the problem occurs for larger board sizes. I programmed the ability to customize the board size in the game and the largest you could go was 30 x 24. I initially set the room speed to be 60 fps. I saw a lot of lag after this so I dropped the room speed to be 30 fps and I still saw a lot of lag! So I tried different board sizes and the max it could kind of handle was 30 x 16 = 480 cells (so 480 objects). Even with this setting the devices I try the game on heat up really fast. Also note that their isn't any heavy processing going on in these objects and the number of objects in the room apart from the cells is 20 at max.
I had this issue with one of my other games before where I had 200 button objects at one time. I solved this by creating 1 object that would draw all 200 buttons and process all of their button press functions. But the problem with this is that it is not convenient. I mean I should be able to have 200 button objects in a room at the same time.
So my point is: Why can't GameMaker handle this many objects at the same time? I feel like 500 objects in 1 room is the most it could take for my Minesweeper game. Any thoughts or suggestions on this?
Google Play Link
iOS App Store Link
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