The latest version of the Frantic Demo is available for download. Three
missions (9 levels) in the demo to date. I'm going to take a step back
now and decide whether or not it's worth pursuing as a shareware game.
Your feedback will help greatly influence that decision. Thanks to all
who have g
Thanks Rene! Comments below.
On Tue, 20 Jun 2006 14:27:18 +1000, "Rene Dudfield" <[EMAIL PROTECTED]>
said:
> Hi,
>
> I like your improvements. The game is looking better, and sounding
> better :)
Thanks! Been a lot of work.
>
> However it takes *ages* to load. Have you considered packing
That's not mean, it's honest. Three reviews, three problems with
memory requirements. That's great feedback.
On Tue, 20 Jun 2006 07:06:00 -0400, "R. Alan Monroe"
<[EMAIL PROTECTED]> said:
> > The latest version of the Frantic Demo is available for download. Three
> > missions (9 levels) in th
08:06:02 -0400, "David Mikesell"
<[EMAIL PROTECTED]> said:
> That's not mean, it's honest. Three reviews, three problems with
> memory requirements. That's great feedback.
>
> On Tue, 20 Jun 2006 07:06:00 -0400, "R. Alan Monroe"
> &l
s
>
>
>
> On 20 Jun 2006 04:28:39 -0700, Aaron Maupin <[EMAIL PROTECTED]>
> wrote:
> > David Mikesell wrote:
> >
> > >> I think it might have been because I had a machine with only 512MB of
> > >> ram. amd athlon 2100+, geforce ti42
On Tue, 20 Jun 2006 19:27:22 -0500, "Luke Paireepinart"
<[EMAIL PROTECTED]> said:
> It seems like even if you pre-loaded all your animations and sounds and
> music
> it wouldn't use up more than ~150 mb.
Yes, I'm doing that but I am going to refactor that to load/unload only
what I need for a le
Yes, this is definitely a memory vs. CPU tradeoff, and I chose CPU. Of
course, I naively load everything at startup time, which I believe is
the real cause of the memory/loading problems, but I will fix that soon.
BTW, I could use the method you describe below for the starship (and
save about 40
Sure, but in real time that kills CPU. I'm doing it with pre-rendered
sprites (using a particle renderer in Blender).
Memory vs. CPU.
I did a simple real-time OpenGL astronomy simulation/game for an
observatory a couple years back. Their archaic machines locked up on
some pretty simple animatio
That is how it works. No image is loaded more than once. My resource
loading class checks a cache first before loading from disk.
On Wed, 21 Jun 2006 08:02:37 -0700, "Kamilche" <[EMAIL PROTECTED]>
said:
> David Mikesell wrote:
>
> > you have the explosions, the true
://medievalelks.com
On Wed, 21 Jun 2006 11:16:45 -0400, "David Mikesell"
<[EMAIL PROTECTED]> said:
> That is how it works. No image is loaded more than once. My resource
> loading class checks a cache first before loading from disk.
>
> On Wed, 21 Jun 2006 08:02:37 -0700,
On Mon, 26 Jun 2006 18:25:25 +0200, "DR0ID" <[EMAIL PROTECTED]> said:
> Perhaps you should also take a look a the garbage collector for reducing
> the memory usage. This version is better as the last one but still, 500
> MB is to high mem usage. I wonder what is taking so much memory.
How does
On Mon, 26 Jun 2006 18:25:25 +0200, "DR0ID" <[EMAIL PROTECTED]> said:
> Perhaps you should also take a look a the garbage collector for reducing
> the memory usage. This version is better as the last one but still, 500
> MB is to high mem usage. I wonder what is taking so much memory.
Are you re
On Tue, 27 Jun 2006 19:46:18 +0200, "DR0ID" <[EMAIL PROTECTED]> said:
> Isnt there a Pause key? (I wanted checking that in the help but then I
> got the bug!). I was at level 7 (in insane difficulty) and then I was
> interrupted and had to quit the game because I did not found a Pause
> key!!
I
So, here is a high-level description of how I am managing sprites in my
Frantic game. Does this sound like SOP or am I way off in the weeds?
Each game object (starship, ufo, enemy, powerup, etc.) has a factory or
manager class that is instantiated once in the game_scene object. It
loads and
I'm using Pygame 1.7.1 on Windows XP. set_icon sets the icon when the
window is collapsed, set_caption sets the caption, and get_caption shows
the correct file name of the icontitle. Anyone else having problems
with this?
__screen__ = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
icon
On Sun, 9 Jul 2006 21:24:28 -0700, "Brian Fisher"
<[EMAIL PROTECTED]> said:
> On 7/9/06, David Mikesell <[EMAIL PROTECTED]> wrote:
> > I'm using Pygame 1.7.1 on Windows XP. set_icon sets the icon when the
> > window is collapsed, set_caption sets
I found some image filmstrips I was not unloading after they're cut up
into image arrays, and it freed up a decent amount of memory, but my
game is still a hog. I totalled the amount of disk space for all images
used by the starship (different weapons, explosions, thruster, etc.),
and it's 600Kb.
ers[manager_name]
>
> self.game_object_managers.remove(old_manager)
> if is_collidable:
>
> self.collidable_collision_artifact_managers.remove(old_manager)
>
Down to 5Mb of memory! I refactored what Brian suggested with the
images, as well as some other messy code. More testing to do, but I'll
post the new version later tonight or tomorrow.
Thanks, Brian!
On Tue, 11 Jul 2006 06:51:53 -0400, "David Mikesell"
<[EMAIL PROTECTED
Rats - looked at the wrong process table entry. Had two python
processes going - mine still hogging. Back to the drawing board.
On Tue, 11 Jul 2006 12:05:07 -0400, "David Mikesell"
<[EMAIL PROTECTED]> said:
> Down to 5Mb of memory! I refactored what Brian suggested with th
will help you break down how much of your memory
> allocation is due to wasted/duplicated/leaked memory due to code, and
> how much memory is due to having lots of big images
>
> On 7/11/06, David Mikesell <[EMAIL PROTECTED]> wrote:
> > Rats - looked at the wrong process tab
On Wed, 12 Jul 2006 09:29:21 -0400, "David Mikesell"
<[EMAIL PROTECTED]> said:
> The explosions are definitely a problem. Roughly 4.6 Mb of memory for
> each, and considering there are two types (regular, ricochet hit) for
> each enemy and one for the starship, as much
On Mon, 17 Jul 2006 07:35:44 -0400, "David Mikesell"
> weeks ago. RAM footprint ranges from 56 - 64 Mb depending on the number
Got that down to 43 - 52 Mb now. Amazing how much I was wasting...
On Tue, 18 Jul 2006 11:20:26 +1000, "René Dudfield" <[EMAIL PROTECTED]>
said:
> Very good work!
>
> Do you have a download link to test?
>
> ps. have you removed the not needed stuff from the library.zip yet ?
Ugh. Not yet. Anyway, you can download the latest here:
http://medievalelks.com
A
I start collecting my thoughts on the subject. BTW, it's down another
ten megabytes or so. I'm afraid I've become anorexic... :-)
On Wed, 19 Jul 2006 12:56:44 +1000, "René Dudfield" <[EMAIL PROTECTED]>
said:
> It could go in the wiki somewhere. Or we could upload some html.
>
> On 7/19/06, Bri
Here's a first draft. Comments and suggestions welcome.
How I Lost Hundreds of MB in Two Weeks
0. Introduction
This article summarizes steps I took (mostly per the advice of the
Pygame
mailing list) to shrink the memory footprint of my game, Frantic.
Frantic is
a 2D space shooter in the spiri
age quality and memory consumption
- Perform simple animations at runtime
On Wed, 19 Jul 2006 14:56:07 -0400, "David Mikesell"
<[EMAIL PROTECTED]> said:
> Here's a first draft. Comments and suggestions welcome.
>
> How I Lost Hundreds of MB in Two Weeks
>
&g
oesn't run to
> fast). This way you may only keep 3-4 frames at one time.
>
> Another option is to use something like PIL and Gif animations, this
> allows you to "seek" through the file and only load the images as
> needed.
>
> Hope this helps.
>
>
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