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greenrid
Scratcher
39 posts

Best way to optimize projects to run on lower end Chrome running devices?

I'm working on a project that has a lot of code (currently around 10700 as of writing this), and I'm trying to optimize it the best that I can. I've been doing all of the normal tricks that are used to optimize projects, but nothing seems to be getting the assets down. My goal for the project is to get the project to stop using as much RAM, which is a problem. Running the game outside of the editor in fullscreen still makes the game run at an average of 4 gigabytes! The goal is to try to get it under 1.5 GB.

Is there anything on my end that I can do to help optimize my project without showing it on here? I want to keep it secret until release.
Voxalice
Scratcher
1000+ posts

Best way to optimize projects to run on lower end Chrome running devices?

Do you have a lot of vector costumes? If so, you should consider converting them to bitmap - they take up much less RAM that way.

Also, if you're using a lot of clones, you may want to cut down on that. Here's a quote from one of my earlier posts on optimization:

Voxalice wrote:

Clones lag a lot because they're basically just full-fledged sprites.
Imagine creating 300 sprites that all run code at the same time; that's basically what happens when you make 300 clones.
If you use a lot of clones, try reducing the amount of clones you use and see if the lag goes away.

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