3 questions: max objects per frame, max animations and frames per active.

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  • 1. Is there a limit to how many different objects I can have exist in a frame? (NOT the max number of objects in the properties tool bar for the frame)
    2. How many different animations can I have in an active object?
    3. How many frames can I have in an active object?

    I have dev 2.5+ 292.14

  • 1. I don't understand what the difference is so I can't answer this.
    3. I suspect the answer is "more than you need". It's easy enough to find out yourself. Just go into the graphics editor and keep doing select-all/copy/paste until you hit a limit. I gave up after about 12800 frames. It seemed to work fine with 12800 frames, but it does slow down the graphics editor terribly
    2. Same as for #3: it's probably easy enough to find out for yourself. Though since you can only create one new animation at a time, you might give up from boredom before you find the answer (but in that case, I guess the answer also would translate to: "more than you need")

    In probably all of the above, my guess is that the content rather than the quantity is likely to create the real limit. As in: unless your animation frames all consist of 2x2px squares, your MFA will likely hit the RAM ceiling long before you get to any actual hard limits. Fusion 2.5+ is still 32-bit, so Fusion apps can only use a certain amount of RAM before they glitch out (from what I've seen with 2.5, the real-world limit seems to fall around ~1.2GB, though perhaps this has improved slightly with 2.5+ which seems to be much more RAM efficient)

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    Edited 3 times, last by Volnaiskra (October 27, 2019 at 1:16 AM).

  • Maybe a new Max Limitations is needed for the new versions?
    It says 1000 unique active objects per frame. Some of the info on limits seems outdated, I was told its 30,000 event lines with the new upgrades and I have a levels over 32,767 pixels. I have a level loader where I use an active object to paste animations and frames as blocks, but this fails and I have to make another one because one object cant handle all the images. If I delete some of the early images, the later ones will start to show up again. I'm going to try and find out the exact number, fails after maybe under 1000 frames per active object, maybe around 200 animations in total that simply store block pictures with the different directions, the images are small too.

  • I made an active object, pasted 50 frames per direction. When I press a button, a animation at the bottom of the list should show an image. It fails to display after the limit is 14,854 frames is reached. I have an active object in my game that pastes level objects, and it fails to display after a much lower number, therefore it must mean that because some of the images are larger this must be taken into account and maybe has something to do with the memory that causes active objects to fail to display frames at the lower end of the list. Is there a way I can tell if my active object is becoming overloaded by viewing the size? mine fail to display new tiles after under 1000 images per active.

  • Do your questions come from a place of academic curiosity, or practical need? If it's the former and you're just asking because you're curious, then go ahead and ask away. But if it's the latter, and you actually feel you need actives with 1000+ frames in them to complete your project, then you're probably not planning your project efficiently enough.

    This is just my opinion of course, but it's probably worth pointing out that I'm no stranger myself to pushing Fusion to its limits. If there was a prize for 'most graphically intensive Fusion game', the game I'm currently working on (Spryke) would probably be a front-runner to win. So if I think you might be going overboard in your performance expectations of Fusion, you might have a problem. ;)

    Can you break up your level loader object into several objects? Can you load some of the graphics dynamically from actual .png files (I've found this to be a huge productivity boon myself) rather than from within Active Objects?

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    Edited 3 times, last by Volnaiskra (October 28, 2019 at 11:51 AM).

  • I made an active object, pasted 50 frames per direction. When I press a button, a animation at the bottom of the list should show an image. It fails to display after the limit is 14,854 frames is reached. I have an active object in my game that pastes level objects, and it fails to display after a much lower number, therefore it must mean that because some of the images are larger this must be taken into account and maybe has something to do with the memory that causes active objects to fail to display frames at the lower end of the list. Is there a way I can tell if my active object is becoming overloaded by viewing the size? mine fail to display new tiles after under 1000 images per active.

    There is no fixed maximum number of images and animations per object, there is a maximum size for the object data at runtime. More exactly there is a maximum value for some addresses in the object data... making this difficult to evaluate. Removing this address limit is possible but complicated as there are a number of locations to modify in the source code, and very few applications need it, that's why I guess it was never done. I'll check to see what can be done.

  • Its practical for my game. I have an active object that pastes frames to make backdrops as my game engine is one frame and loads levels from blocks saved with an array. There are about 80 layers making a parallax effect with almost 10-20k backdrops per level sometimes. I do this to create a fake 3-D effect. My game is really pushing Fusion to the limits and is not normal compared to what I usually make. I also wanted to have all the alternate blocks for different themes be the frames of the animation but splitting it up to separate objects is fine, it just took me by surprise one day and I couldn't figure out what was happening and why my tiles were not being pasted. I also had these problems as my updates were outdated by a year, and it seems the limits have increased by possibly 25 percent with the updates? I also noticed that backdrops over 512 pixels in size are very taxing to the runtime when I have hundreds of them on the screen at once, is this a Fusion thing or a computer graphics card thing related to loading images? Thanks for the support guys, I'm understand this more and more and this isn't a normal thing hitting limits and such, and it's fairly easy and probably best for the runtime memory to split it up. Also could someone post a new thing on the max limits of Fusion Dev 2.5+? I would like to plan ahead with what I got to work with.

  • I took a look a bit better. Actually the maximum number of frames in an active objects is given by this formula:

    (32764 - 66 * number_of_animations - 8 * total_number_of_directions)/2

    Basically the maximum number you can get in a single active object is about 16340 if you use a single animation with a single direction. If you have 100 animations and 1 direction per animation, the maximum number of images in this object is (32764 - 6600 - 800)/2 = 12682. If 8 directions are used for each animation, i.e. if your object contains 800 directions, the maximum number of images is (32764 - 6600 - 6400)/2 = 9882. So what is reducing the maximum number of images in the active object is the total number of directions.

    We can perhaps change this, at least in the PC version in a first time, this will cause a format change so I need to check what changes are involved, and how to do it without increasing too much the size of the applications.

    PS: btw there is a limit of 65500 images for the entire application, this limit is more difficult to change and I'm not sure it will be removed before F3. I saw only one game that reached this limit.

  • PS: btw there is a limit of 65500 images for the entire application, this limit is more difficult to change and I'm not sure it will be removed before F3. I saw only one game that reached this limit.


    I found this bit extra interesting. Is it possible to see an application's current number of images somewhere?

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  • I found this bit extra interesting. Is it possible to see an application's current number of images somewhere?

    Hmm, no. I can add it to the Info tab in the properties of the application if you want.

    If you own the HTML5 exporter you can build an HTML5 app without the "Generate mosaics" option (to save individual images) and look at the higher file number.

  • Hmm, no. I can add it to the Info tab in the properties of the application if you want.

    If you own the HTML5 exporter you can build an HTML5 app without the "Generate mosaics" option (to save individual images) and look at the higher file number.


    Ah, I see! I went and built one just now:
    Not even 7 000 yet. Phew. Even with all content yet to be made I don't think I'll be anywhere near the maximum number. That's good to know, thanks!

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  • (32764 - 66 * number_of_animations - 8 * total_number_of_directions)/2

    Basically the maximum number you can get in a single active object is about 16340 if you use a single animation with a single direction. If you have 100 animations and 1 direction per animation, the maximum number of images in this object is (32764 - 6600 - 800)/2 = 12682. If 8 directions are used for each animation, i.e. if your object contains 800 directions, the maximum number of images is (32764 - 6600 - 6400)/2 = 9882. So what is reducing the maximum number of images in the active object is the total number of directions.

    Yves This formula is more confusing than a homeless man under house arrest. 800 directions example?

    I've got a user who can't switch animations beyond a certain level - is he hitting the limit? Please login to see this link..

    Darkwire Software Lead Programmer (C++ & C#)
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