Limitations? MMF2 glitches?
Are there any limitations as to how many active objects, events, or programming can be handled into a single frame, or any frames? For example, one frame being the main platform game where lot of programming has been done, other frames being the story, stage select, and title screens.
Because me and a friend are working on a project, i am doing most of the programming on the platform engine, and he is doing graphics and stages for his own project that uses my platform engine. We have had some weird glictehs occur every so often. I have a thought that it could be a glitch in MMF2's handling system. Whether the explosion particles are not showing up when they are supposed to, or certain group of events not working correctly, or animations not displaying correctly. I had to make old saved backups because of this. I had to copy some new stuff added into the buggy one, over to the old last save.
All the code seems to be there, and it looks okay from what I can see, it should work from what the code says. But sometimes, it does not work the way it should, as coded.
I was wondering if there were any reasons behind these bizarre glicthes that makes the app unable to read certain events?
Re: Limitations? MMF2 glitches?
I haven't encountered any problems resulting in large numbers of events or actions - without specific examples it's difficult to say what could be wrong...
There is a limit of 20,000 active objects in a frame (though the limiter is at 500 by default, change it in the frame properties) - however, if you find yourself needing more active objects than that it's time to rethink how you're doing things...
Re: Limitations? MMF2 glitches?
Are you talking about instances of active objects in game, or the number of active objects in the object list?
Because I was thinking the platform engine would all stay in one frame, with different levels being on same frame (just player re-positioned). There would be about 8 different regular levels, maybe about 4 final stages, all with different kinds of platform areas, enemies, active object generators, and screen transitions, about 8 different weapons to use, and whatnot. Is this too much for MMF2 to handle?
Re: Limitations? MMF2 glitches?
No, just make sure you raise the standard object limit of 500 in the frame properties.
Re: Limitations? MMF2 glitches?
I wouldn't think so, but do folders count as being part of that 'standard object' list? seeing they are part of the objects list for organizing.
What happens if I reach 500. Does it not allow me to add any more objects, or do i get a message saying cant add more objects?
what happens if i increase 500 for number of objects?
Re: Limitations? MMF2 glitches?
The number represents the memory that the program will adressed for objects. 500 is default. You can still create new ones at runtime but other "fell off" (the older ones will get destroyed).
Raise it to your needs, but do not overkill, do net set it to 20000 just because you can. There will be no message.
You can check the current usage in the debugger. There is an object counter.
Re: Limitations? MMF2 glitches?
Why can't I set it to 20000 if it lets me? is that just too high? does it take longer to load the frame when it been set to 20000? I would imagine it wouldn't hurt anything if i set it to 20000, just for the compatibility issues so i won't end up with more problems later.
Re: Limitations? MMF2 glitches?
It slightly increases memory use and slightly slows the game.
I wouldn't worry about it.
EDIT: Though actually USING 20000 objects will probably slow your game to a crawl.
Re: Limitations? MMF2 glitches?
No.... I don't think I'll be using as many as 20,000 objects in one frame. i just wanted to set the number of limited objects to that SO that i wont run into problems later. ;)
Re: Limitations? MMF2 glitches?
Quote:
Originally Posted by DavidN
however, if you find yourself needing more active objects than that it's time to rethink how you're doing things...
active objects maybe, but 'Add backdrop' is also tied to that limit which can create problems when you're trying to design external levels, since it's quite easy to use up your 20,000 added backdrop limit before you realize it
Re: Limitations? MMF2 glitches?
wait.... so using 'add as backdrop' also adds to the active objects on display during the game?
Also, isn't there some special condition/option that does NOT load any of the active objects if its too far away from the current window screen?
Re: Limitations? MMF2 glitches?
There are ~63553 backdrops allowed.
Re: Limitations? MMF2 glitches?
So.... of these ~63553 backdrops. Does that include duplicates being tiled around in the frame, or just as a total on the objects/backdrops list on the left side? Because i think a friend of mine is working the background as 16x16 tiles to make up the level.
Re: Limitations? MMF2 glitches?
Every object instance count. Therefore every tile you create counts. You will not hit the limit any time soon.
Why are you so fixed on the object limit?
I made big engine demos myself with 16x16 tiling, no problem at all. The biggest problem you will face is speed. You will quickly learn that what you try to do is in no way playable and then break down your code to be more efficient and tiles to be bigger and some of them loaded on demand and so on. Just get started and you will see. Always increase the limit to a resonable number, When I hit 350 in the debugger I increase the limit from 500 to 1000, just to be on the safe side. I do this every time I hit 70% of the limit.
Re: Limitations? MMF2 glitches?
Actually the number you're looking for is probably 65536 (not 63553) which is 2^16
Carry on
Re: Limitations? MMF2 glitches?
Quote:
Originally Posted by Fimbul
Actually the number you're looking for is probably 65536 (not 63553) which is 2^16
Carry on
Lol!
@N64Mario: Why don't you have one of your tiles that you use a lot be a quick backdrop? Then have it at back, so your other tiles can go on top of it? That's what I do anyway.
Re: Limitations? MMF2 glitches?
guys. Use Background Images Object!