I don't know how things works in Fusion but in game maker, sprites are organized in texture pages (1024*1024 or 2048 etc.) and I can see which sprite goes on which texture page. That helps me a lot when I am making loading screen - I have only to call one sprite from each texture page behind load screen which reads whole page into memory and that way I am avoiding hiccups during gameplay. How things are working in Fusion if you want to prevent hiccups, caused by sprites loading?

Loading too many sprites
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A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.
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A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.
Thank you for your patience whilst we've worked on this and we look forward to more exciting community developments soon!
Clickteam.
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I really need this info, anyone?
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Fusion saves every asset as a unique image file ( or it did last time I checked).
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Is there any workaround how to load them all into memory before level starts?
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Essentially, Fusion is loading all assets in a frame the moment you go to that frame. There is no way to make a loading screen that shows progress that is accurately showing progress. If you want the player to see a loading image, you can have a loading frame that displays a loading image and loads the next frame once the image is visible. Keep in mind the load is going to memory so any future loads are near non-existent. If you are seeing a hiccup after the initial load it might be a large sound file being called. You should reduce all large sound file quality to reduce this.
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Oh, so that's the way it goes... Thank you for that explanation. So, first to display loading image at the beginning of frame, and after few seconds to self destroy that image and uncover the level. Does it mean that Fusion will load even hidden/inactive assets from that frame?
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No no, you need to make a loading frame. In that frame you only have a loading image and one line of code to wait xx time before jumping to your actual game frame. Since Fusion doesn't destroy the last drawn frame of your previous frame while loading the next one, you will see the loading image. Of course this is only going to be seen the first time your large frame loads. After that first load it will be in memory and load super fast.
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Got it! Thanks a lot!
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To further what Mobichan was stating, I made an example a while back you can check out:
Please login to see this link.
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Thanks Danny!
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