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Thread: Problem with create object and BS Box

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    Problem with create object and BS Box

    I want to discover the performance of MMF2 when using different kinds of objects and using lots of them. It's to determining which objects are the best to use for the game I want to make. I want to be able to create as much objects as possible without loosing to much performance. But while doing that I ran into a strange problem. I am testing how many Background System Boxes can be created while still keeping at least a frame rate of 75. In fact I can create the maximum number of objects a Frame can contain, while still having a frame rate of at least 75. But here comes the strange thing, all Background Systems Boxes, except the first one, are not being displayed! But they do exist, because the number of objects, displayed in the debugger, are saying so and I can see each object in the debugger. The same problem occurs when using an Picture Object. But when using the same code with creating an Active Object, Active Picture Object, or Alpha Channel Object it works fine!!! All objects are displayes and I can evaluate the drop in performance when using these objects. What am I doing wrong or is there something wrong within MMF2?

    I have attached my testing program for people who want to check the problem I have just mentioned.
    Attached files Attached files

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    Clicker Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Android Export Module (Steam)HTML5 Export Module (Steam)iOS Export Module (Steam)

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    Re: Problem with create object and BS Box

    It's a bug, that I reported a little while ago... to be fixed apparantly...
    BS Boxes are best for lots of objects at top speeds. But because of this bug, you have to create them all manually in the frame, which I have done in my game, many hundreds of them.

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    Clickteam Clickteam

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    Re: Problem with create object and BS Box

    Yes, this is a known issue. It's not yet fixed, sorry... Same issue with the Picture object, you cannot create more than one instance of a given Picture object in runtime.

    Yves.

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    Re: Problem with create object and BS Box

    I don't think that the AS Box takes up much more memory if any than the BS Box

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    Re: Problem with create object and BS Box

    Ok, so it is not fixed yet. Hopefully it will be fixed in the near future! Beacause it's a bit strange not being able to create multiple objects at realtime. Are there more objects which share the same problem, beside the BS Box and Picture Object?
    It is possible to create every instance of an object beforehand, but I want my game to be dynamic and only creating the objects when they're needed! Well, untill the bug isn't fixed I will have to use another object. I've looked at the AS Box and it indeed looks like it doesn't use much more memory than the BS Box. But at a certain point the framerate drops dramatically, which doesn't happen with the BS Box. But maybe this can be explained by the fact that multiple instances of the BS Box aren't displayed?

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    Clickteam Clickteam

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    Re: Problem with create object and BS Box

    []Are there more objects which share the same problem[/]

    This problem only happens with background extensions, the only other one I know is the Draw object.

    []maybe this can be explained by the fact that multiple instances of the BS Box aren't displayed[/]

    No, this is explained by the fact that a BSB object is a background object, and the background is never redrawn (except when a background object is modified).

    Yves.

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    Re: Problem with create object and BS Box

    Again, I think there should be draw actions.e.g.
    • Redraw (use in loops & cancel Nodraw)
    • Nodraw (stops draw until redraw. Useful for slower computers when changing positions of lots of objects)
    • Backdraw (redraw backround)

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