Hello!
I just want to ask if 2gb memory limit is still a ting and if so, then is it going to be fixed someday?
Posts by Michau
Welcome to our brand new Clickteam Community Hub! We hope you will enjoy using the new features, which we will be further expanding in the coming months.
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.
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 meant splitting one 1024x1024 tile into four 512x512 tiles
However thanks for advice, it seems, that i just have to scale down some graphics -
But why should i cut tiles into smaller ones? I believe that if i cut 1024x1024 tile into for 512x512 tiles memory usage will reamain the same
I'm planning to scale down all the iles if i'll run out of ideas, but the best option for me is somehow "cleaning" memory of unused graphics
Can you tell me what's the diffrence between PNG24 and normal PNG, beacuse there is not much information on the internet ad i don't know how it's going to affact memory usage
Also big thanks for thyese tips, I really appericiate that -
I really need help with this
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Hello everyone!
I have a probem with memory usage in my game.
I divided the map into 1024x1024 tiles and they are created in frame when player gets close and when he is far from them that they are not visible they are destroyed. At the start of a frame the memory usage is really small (around 100mb, because i have some other graphics loaded) however, when player walks around for some time, that all objects are created and destroyed the memory usage gets much bigger even if all tiles are destroyed application can use 800mb only for map elements and this number doesn't seem to decrease over time. So my question is, can i "clear" a memory from unused objects during runtime? All these tiles have unchecked "Create at start" and checked "Load on call" options so i don't have any more ideas. I would be really thankful if someone can help me with this problem -
You can compare animation frame to the number. You just add two conditions:
-Frame of animation > 5
-Frame of animation < 24
Eventually you can set which animation has to be playing as the trird condition
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I actually managed to do it - every object looks in the direction of corresponding active which moves to the next cell when touched by object
But sometimes objects start to go in random direction instead of going to the target
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Hello!
I tried to achieve both movable pathfinding grid and working with multiple objects at once. I've managed to do the first half but i have a problem with second one. When object goes to the next cell along the path it doesn't go further but weirdly shakes along destination except if it moves towards positive x axis. I was following the great example by Erkabubben and in this one everything works well and smooth and i can't tell what's wrong with mine. Can somebody help me with that?
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I really need help with this, can someone tell me what's wrong in that example?
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I've done some testing and i achieved movable pathfinding map, however after moving and clearing it any obstacles are not detected anymore and i don't know how to fix it. It's probably problem with only one event but i have no idea what's wrong. Can somebody look at the example and correct it? I would be realy thankful
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Is "set zone" setting the position of corners of the map? And how can i get value of position of these corners, because i tried to set counter but it usually stays at 0 no matter what zone i set. Sorry if i ask too much questions, but i've never used pathfinding object before.
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sounds nice, but how can i change start position? Because i tried to achieve it and don't know how can i check if the position really changed?
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I found an example of pathfinding for multiple objects and i works nice, but i still don't know how to apply it to massive map like that, because it gives me milions of cells and computation times would be massive. Is there a way to move pathfinding grid around??
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I have a question about pathfinding object. The problem is that i'm trying to make a game with a really big map (about 64000x48000). Most objects on this map are created and positioned when player gets close to them. So my question is how can i use the pathfinding object in this project to create enemy pathfinding? Is it better to create a huge grid and check for obstacles every certain amount of time or create a grid which is following the player position and covers generated objects and create a new one when player moves for example 512 pixels? I thing that second option may provide better optimization, but i have no idea how can i do something like that. Maybe do you have some ideas? I would be vaery thanful for any suggestion
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I've tried, but this one is very simple and as i remember guy didn't explain anything about equiping or using items. That one from my link seems to be very good, but sadly the download link for the example doesn't work, so the working download link would help me a lot.
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Does anyone know how to make an inventory system like for example this one in minecraft? I've tried to make one from this article: Please login to see this link. but made a mistake somewhere and objects in inventory are invisible. I couldn't find what i've done wrong and because examle download link doesn't work anymore i can't use it. So if anyopne has some good drag and drop inventory example or even this one from the article i would be very thankful
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It's good idea, but when player will get close to every object and all of them will be loaded memory use will still be 800mb. So there is no option to "unload" the object from memory?
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Most of them are 1024x1024
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I have a problem with memory usage in Clickteam Fusion. I've begun to creating a game and loaded elements of my map. In total there were about 90 diffrent objects and memory usage was about 700-800 mb. So i decided to load objects, when they're close to the player. At start of frame i stored information about them in array, destroyed all and begun to load only objects close to the player. But even with only 2 objects (player and array) memory usage is still about 735mb. I've checked "load on call" and unchecked "use fine detection", but memory usage is still the same. Is there anything what can i do to lower it?
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