Too many images for the Runtime

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  • The game I'm working on at the moment is large and using a lot of frame by frame animation, and I just recently a bit of a hiccup with the engine. While implementing the latest characters art and animation I got the message:

    "You might exceed the maximum number of images supported by the runtime. Do you want to continue anyway?"

    After importing the images anyways I found that the just don't show in the game and the fusion replaces those frames with older images previously imported. So I was wondering is there a way around this, to increase the number of images supported by the runtime or is that a hard cap and I'll have to adjust how the animation is handled in the game. The game runs totally fine so it isn't really a matter of being overstuffed and under performing framerate wise, just that the images don't show up in game.

  • The maximum number of internal images an application can contain is 65500, and the message you mention concerns this limit. From the build 292.26 you can see the number of images your application uses at the bottom of the About properties of the application. Unfortunately this limit is pretty complex to remove in the current version.

    We're working on a solution that could allow you to load the animations of an object from an external file, this would allow you to get objects with tons of images out of the main MFA.

  • The maximum number of internal images an application can contain is 65500, and the message you mention concerns this limit. From the build 292.26 you can see the number of images your application uses at the bottom of the About properties of the application. Unfortunately this limit is pretty complex to remove in the current version.

    We're working on a solution that could allow you to load the animations of an object from an external file, this would allow you to get objects with tons of images out of the main MFA.

    That would definitely be helpful as I'd rather not have to rework so much of the game at this late stage.

  • Do you know if this is a feature that will be available in the near future or is this something far down the road? Getting towards the end of development on this game and need to decide how to approach some aspects of it.

  • I've actually started having issues with this where I'm getting that message and scrambled images in game despite cutting it down to 59000 images which is well below the 65500. Any idea how to fix that, why it's happening or obviously if you are close on the fix you talked about it for the problem that'd be great too, thanks!

  • Hey [MENTION=5114]Yves[/MENTION], just wanted to check and see if you had any update on any progress for this fix in the engine. I'm coming up on the last phase of development for this game and the image issue is certainly a hurdle at the moment.

  • We're working on a solution that could allow you to load the animations of an object from an external file, this would allow you to get objects with tons of images out of the main MFA.


    This sounds awesome - Is it a spritesheet format or something else?

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    Freelance Dev | Currently Working on Jarvis | Please login to see this link.

  • Hi Yves, I know you guys are certainly busy but I was wondering if you had an update on this max image fix or if there is some alternative I can do as it is creating a bit of a road block to finish the game I've been working on without some major shortcuts. Thanks for the help!

  • Hi Yves, I know you guys are certainly busy but I was wondering if you had an update on this max image fix or if there is some alternative I can do as it is creating a bit of a road block to finish the game I've been working on without some major shortcuts. Thanks for the help!

    I know it's not very ideal but I think that is only way of solving the problem at the moment is to load images when only needed via a loop and have basic custom animation engine:

    This is a pretty basic example I did before on how to load animations to an active object:
    Please login to see this link.

    Hope that atleast help you a bit

    Game/App developer, artist and a community contributor.
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  • I know it's not very ideal but I think that is only way of solving the problem at the moment is to load images when only needed via a loop and have basic custom animation engine:

    This is a pretty basic example I did before on how to load animations to an active object:
    Please login to see this link.

    Hope that atleast help you a bit

    Appreciate it, will probably be tough for it to help in this situation. The main issue is there being a cap on images allowed in the engine, but will see if I can make something work here to save some image real estate with something for the animations in the game.

  • The maximum number of internal images an application can contain is 65500, and the message you mention concerns this limit. From the build 292.26 you can see the number of images your application uses at the bottom of the About properties of the application. Unfortunately this limit is pretty complex to remove in the current version.

    We're working on a solution that could allow you to load the animations of an object from an external file, this would allow you to get objects with tons of images out of the main MFA.

    Is there any update on the solution mentioned here?

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