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FREE SOFTWARE GIVEAWAY

We have 4 x Pro Licences (valued at $59 each) for 2d modular animation software Spriter to give away in this Thursday's GDNet Direct email newsletter.


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CJ_COIMBRA

Member Since 06 Jan 2011
Offline Last Active Dec 21 2014 09:21 AM

Topics I've Started

Chesster - puzzle game looking for feedback!

15 September 2013 - 08:04 PM

Hi,

 

I´d like to invite anyone interested in puzzle games to test our game: Chesster.

 

It is a matching game based on chess pieces and their movements. There are 8 levels that you unlock one after each other and 64 quick puzzles. The idea is to get on Steam Greenlight so any feedback is welcome in order to improve our chances.

 

Our indiedb page:

http://www.indiedb.com/games/chesster

 

Game Download

 

 

Thanks!


Massive memory leak

16 May 2013 - 04:54 AM

I am working on a project for a long time now and wasn't paying much attention to memory issues since they didn't cause any problems so far but I believe they will at some point. There are some actions to be taken like providing smaller assets to players that don't use/have full HD compatible displays and optimize some assets, yet I would like to know how do you guys (or girls why not!) deal with memory leaks. Is there something particularly important that I should look for when tracking the leaks? Are the leaks necessarily linked to "new" usage or should I look somewhere else too? Should a massive memory leak always be obvious to detect?

 

Also there is a second point, more specific for SFML users: I am using a resource manager class that loads all assets and provide them the other classes as needed or at the game boot. The resource manager holds sf::Image's and the classes that need to drawn something holds sf::Sprite's. Now, if I have two,three,four...a thousand similar instances of this class, will the resource manager still take just the memory needed for one sf::Image used by the consumer class or each instance will take more and more memory? Does this make sense at all?

 

Thanks in advance.


Memory consumption (SFML)

04 October 2012 - 06:36 AM

Hi, there.

I am unable to reach SFML site for some reason I don't know so I'll ask it here, I know there are some SFML pros here too!

I am facing a memory issue here. My project is not that complex logic-wise, but it uses full HD image files (1920x1080 px) that are resized to the player's desktop resolution during runtime. It's taking around 450MB of RAM which I think is unacceptable (or I am wrong here?).

Recompiling and running the game with all my Resource Manager class constructor code commented drops the consumption to around 80 MB (because there are still some other classes that "ask" for resources from the resource manager without it being on his constructor). This value does not increase over time.

One thing I think it could help is that I use separated PNG files for each frame of every animation in the game. Is this an issue? If I change it for a single sprite sheet with all frames, will it save me considerable memory even with the size of the file obviously increased? I am asking this because I have a lot of animations so it's the strongest cause in my opinion and I would like some opinions before I start the tedious work (joining the frames of every animation).

SFML site

29 September 2012 - 09:29 AM

Is it just me or the SFML library site is down for some days already?
I´ve been trying to access since before yesterday...

Veggie Snake for iOS/Android

22 August 2012 - 12:24 PM

This isn't a sophisticated game but I decided to rework the old C++ version (I did it back in college) into a Unity3D project so I could experience the Google Play and Appstore submission process. I've done this (releasing mobile games) before with the company I work for, but I wanted to do this by myself this time. So, officially it's my first personal mobile release game!


Now it's available on the Google Play and I hope it will also be available on iOS Appstore as it's waiting for Apple review for a few days now. I would appreciate any feedback if you could test the game, it's free!

The idea is the same, eat fruits and vegetables, avoid meat and colliding with your own body segments. Survive for 150 seconds and you will advance to the next level! Higher levels have obstacles so take care. There is a new mechanic that consists of matching three eatables of the same type to score bonus points (you can see what is inside of each body segment after you eat something).


Also, there is a online highscore so you can compare with your local best.


UPDATE: it's also available on the appstore for iPad now:

PARTNERS