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And about sudden closures, do you know why they happen?

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The closures are likely do to your phone running out of vram (assuming phone). The checkered pattern was an attempt to fix that by sorting everything into texture groups and making them dynamic, so the game would only load what was needed when I told it too. I only did this with the CG because that's the biggest ram issue but I couldn't test every scene. Somethings missing still. I've tried changing the compression but then the load time goes way up as everything has to be unpacked.

I'm honestly not sure how to keep tackling that problem. Continue fiddling with texture groups. Get rid of the compression all together for the images (I can have them as just png files) Maybe lower the frame rate. I've still got things i can try and learn. But it's difficult to see if my ideas actually are helpful since I can't reproduce the closures on my end.