Missing images within game

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  • I'm running into issues...

    I've been using a lot of images in my last game. When I run it, some images are not displaying. It is probably due to the huge amount of pngs I'm using.
    Is there a limit on the images that can be played by Clickteam? Is it depending on the pc's RAM capacity? Is there a way to increase that limit? There's around 150mb of image in the same frame.

    If not, do you have any advices for getting all the images? Maybe set up a "force load image" function where some images get the priority to load first?


    Another question about the file size, if I duplicate an image in the image editor, or I make multiple objects containing same images in their animations, does it count as one single image, or is it also cloned in the game files? For example a reversed version of an animation. Do I have all the images twice?

    Looking forward to get an answer! :)

  • What's the ram usage when running the game? if it's getting close to 2 gb, if I remember correctly, it will begin to mess up. I don't think cloned images count as doubles but I could be wrong. Hmm maybe you can clone the images for one direction and save..then check the file size and import the same images again for one of the directions where you used clones images and save again and see if the file size changes?

  • I tried to use "activity monitor", basically you can check what's the energy impact of the app, there is also the memory usage: I think it's the RAM. It went up to 1.5 GB when I ran the game. But it's probably not very accurate (from what I saw). It updates very slowly, and keeps showing 1.5 GB even even after destroying objects from the scene.
    Or is does this mean that it's working perfectly?

  • 1.5 g is about the limit for a 32bit app, so that's almost definitely what's happening: you're running out of RAM.

    Every frame of animation must get stored in the ram uncompressed, at 60 or whatever frames per second. When you do the maths, you quickly discover that you can barely get through a few seconds of a large-format animation before you hit the ram limit.

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