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Hello,

I would like to point out some of the 'basic" mistakes that you've made and solutions so that the game will not consume like 20% of the i7-4710hq processor.

Since this game is made on Unity you should not have any problems with implementation of those fixes and they can surely increase "playability" of the game.

 

Let's start with the Login Screen which consumes about 15% of the processor :

YVAyL2N.png

The size of the UI textures are way too big. If you check out some other games textures you'll see that UI does not exceeds 1024 resolution and since you're using NGUI you can easily make those 512 without losing the quality.

Connection to the server should be moved to the worker/background thread since you're using the blocking communication method:

<i>
</i>internal delegate void ConnectionHandler(object sender, MeConnectionEventArgs e);

/// <summary>
/// Can be a callback or whatever but remember to run this on UI Thread
/// </summary>
internal event ConnectionHanlder Connection;

Thread t = new Thread(()=>{
   int i = 0;
   // While player is not connected and connection tries is less then maximum connection tries
   while(!connected && i < num_tries){
       // Ensure that there's some method associated with the event
       if(Connection != null) 
           Connection(this, ConnectToServer()); // Send event with the connection status

       ++i;
   }
});
t.Start();

 

In game You should do some object pooling for the map ex:

For now whole map is loaded at once and it can case serious problem when you would want to add some new areas and such. Instead of this you should load only area around the player [let's say 20x20 tiles] and when player moves just load and unload tiles. This radius should be then be stored on server side to check in what to send to the client based on the range specified [20].

 

If you would want some more details, explanations or such please let me know.

 

Regards,

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