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Thread: Paste as Backdrop Limit?

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    Paste as Backdrop Limit?

    Is there a limit to how many backdrops we can place at Runtime? I'm trying to make an engine that requires that you're able to place a ton of them, and they don't have any impact on performance, but it's reaching a point where it wont let me place a backdrop anymore. Any explanations?

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    Re: Paste as Backdrop Limit?

    There is a limit per loop I think so you would need to do it in a couple steps.

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    Re: Paste as Backdrop Limit?

    When I rose the amount of objects allowed above 500, it seemed to postpone the limit for how many I could make. That's very strange. It also isn't per loop, it's happening once every loop. :/

    Also, was the "glitch" or lack there of, "fixed" that allowed non-obstacle backdrops to mask over an obstacle backdrop collisions? I'm trying to create a destructible environment engine which I used to be able to do by simply placing non-obstacle backdrop objects over a large obstacle backdrop, and that essentially allowed objects to pass over it without firing a collision. I can't seem to do this anymore. Help?

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    Clicker Multimedia Fusion 2 DeveloperiOS Export ModuleSWF Export Module

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    Re: Paste as Backdrop Limit?

    Sadly there is a limit, and I don't understand why it's there as if the objects are just being added onto of a flattened backdrop why should there be a limit? Once the limit is reached (this is not an object limit but a limit on the number of objects that can be added to the backdrop) the additional objects are treated as "paste into backdrop" instead of "add to backdrop." In addition to this, object rotation and scale are not saved in the pasted image. The only thing you can do is just change the max objects to 20,000; though in my tests objects added slowly add to the memory usage, so beware.

    Yves, can you comment on these problems?

    I've uploaded a file which illustrates the problems: http://www.clickteam.com/epicenter/ubbthreads.php?ubb=showflat&Number=147975&#Post147 975

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    Re: Paste as Backdrop Limit?

    Yes there is a limit to the number of backdrops you can add. This limit is the same as the one for active objects.

    This limit doesn't apply to "pasted" backdrops in standard graphic mode only. In Direct3D mode Paste as Backdrop works like Add Backdrop, so it's concerned by this limit too.

    Pkeod, the problems with scaling / angle not taken into account when you paste a backdrop has already been reported numerous times. It's in the todo list but I don't know when it will be fixed.

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    Re: Paste as Backdrop Limit?

    Yves, when a frame begins backdrop objects all get put into the backdrop as one whole image? Why can't we have a function that squashes down everything into one image during runtime?

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    Re: Paste as Backdrop Limit?

    No, in HWA mode each backdrop object is an individual object.

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    Re: Paste as Backdrop Limit?

    Quote Originally Posted by Yves
    No, in HWA mode each backdrop object is an individual object.
    That being said, what about title-based games with maps of hundreds and hundreds tiles? I guess D39 is fast enough but still..any possible troulbes?

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    Re: Paste as Backdrop Limit?

    Don't use too small tiles so that not too many tiles are visible on screen at the same time. For example try using 64x64, 128x128 or 256x256 tiles instead of 32x32 tiles.

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    Re: Paste as Backdrop Limit?

    Yves i use 16x32 isometric tiles for my game using background Images Object, is this still OK for HWA? I have about 1500-2000 objects in order to cover the entire screen...

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