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Thread: Clickteam please improve PERFORMANCE of MMF2 games ASAP

  1. #11
    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCSWF Export Module
    Alonso's Avatar
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    But having to do stuff like this is a lot of wasted time for me as a developer that I would rather spend on more levels, content and features of the game and I think Clickteam should have a priority on good performance instead of having more and more platforms that developers can publish on. I mean looking at some of the other platforms like Flash, there seems to be an even greater lack of performance which basically renders it almost useless to consider.

    How good is having a platform to export to if the only game that runs smoothly on it is Pacman?! So how about working out some better performance overall so people can create more features and better games?
    Listen, I understand that it sucks that your game runs slow. I struggle with that problem myself all the time with a game I'm doing. The advantage of working with MMF is not speed, but that everything is already pre-built so that you don't have to otherwise spend time coding the framework for your stuff to run in. Also, as Nifflas said, MMF is still linked technically to the workings of a 1994 software. I'm sure Y&F have wished countless times to have done away with many things, and, for this reason, MMF3 will be an entirely new piece of software.

    However, if you're in a situation where you have no choice about your conditions (like me), then you have to learn to work with limitations. I'm not even using HWA because the extensions that my game uses weren't ported to that runtime, imagine that! But I'd rather keep working on my game than to abandon it. I'm sure there are a lot of optimisations that can be done with your game, so I recommend you do them and see if things are better. Again, I understand this solution sucks compared to whatever you were expecting, but there's not much you can do, unfortunately.

  2. #12
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleUniversal Windows Platform Export ModuleSWF Export ModuleXNA Export Module
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    Quote Originally Posted by Blue66 View Post
    This is unacceptable Clickteam. When I look at FREE engines like Unity3D, there are much more complex engines at work and the performance is top notch, even with far more objects that use far more advanced movement or AI code in the background for each individual object AND I have a much higher resolution. If you want to sell a product for 300$ then please make sure it's up to par with other programs at least when it comes to game performance!
    This argument is way off base. Unity3D is only "free", if you don't plan on pursuing game dev as a profession or to profit much from it.

    MMF2 Dev= $369, Unity3D PRO=$1500

    MMF2 DEV+Flash+iOS=$567 Unity3D PRO+Flash+iOS=$4500

    I'm sure if we all agreed to pay 8x more for a fully functioning, multi-platform equipped version of MMF2 Clickteam would be happy to invest more time/money to optimize the performance the best they can.

    It's one thing to complain or express concern about a feature/performance, but don't make inaccurate statements just to back up your ranting.

  3. #13
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleSWF Export Module
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    Well said DTownTony!

  4. #14
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    Well Fudge. I hate threads like this.The OP should have started the thread by asking for ways to optimise, and you other forum members could have backed off a little. Let's all be nice, ok? I know I would appreciate a thread more. Anyone have tips for Blue for optimisation regarding any problem he is having?

    Marv
    ​458 TGF to CTF 2.5+ Examples and games
    http://www.castles-of-britain.com/mmf2examples.htm

  5. #15
    Clicker Multimedia Fusion 2 DeveloperSWF Export Module

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    Did you select "Direct3D 9" as the display mode in the application properties?

  6. #16
    Forum Moderator Fusion 2.5 DeveloperHTML5 Export Module
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    Not to ask silly questions, but are you using HWA? I have gotten over 20k bouncing objects on screen at once with 60 fps.

    Is this game for mobile devices or PC?

    As stated above, I think they are putting a lot more time into ensuring MMF3 is a lot more efficient. I don't know any solid facts so don't hold me to this, but I think they might be scrapping a lot of the old dependencies that were in MMF2 for legacy support to KnP and TGF, so it should be a lot more efficient.

  7. #17
    Clicker Multimedia Fusion 2 Developer
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    Quote Originally Posted by James View Post
    Did you select "Direct3D 9" as the display mode in the application properties?
    Yes.

    Quote Originally Posted by Chaos View Post
    Not to ask silly questions, but are you using HWA? I have gotten over 20k bouncing objects on screen at once with 60 fps.

    Is this game for mobile devices or PC?

    As stated above, I think they are putting a lot more time into ensuring MMF3 is a lot more efficient. I don't know any solid facts so don't hold me to this, but I think they might be scrapping a lot of the old dependencies that were in MMF2 for legacy support to KnP and TGF, so it should be a lot more efficient.
    Well, I'm not certain if it's actually the amount of objects or the frame size or what. But on one frame the game runs smooth and on a larger frame (8000x3000) the game's performance goes down to about 30-40 fps and that just recently after I added a few more objects and backdrops as landscape and terrain (so I didn't change anything major in the events and just added more stuff to the frame).

    The thing with the performance is not that I have to take measures to maintain a solid engine that doesn't have memory leaks etc, but in the last time I'm constantly struggling with the performance of the game and I feel that I really shouldn't have to! I'm not making Crysis 3 here, I'm making a low resolution 2D sidescroller! My machine should be able to handle this with ease! But instead I'm struggling with everything I'm doing and I feel like this is taking way too much time away from my project than it should.

  8. #18
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleSWF Export Module
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    Sad to hear about this but yes, MMF isn't the fastest of all game engines. What I did was to divide huge worlds into smaller rooms but seeing how this was not done in the beginning I am sure it's not an easy task ...
    I always make sure stuffs that go off screen is destroyed like for example... fireball that went pass the screen are destroyed by checking its collision against a box placed just outside the screen boundary.

    I have an example here with the flash export that was originally slow but when I started destroying objects beyond the screen, it speeds up.
    http://www.youtube.com/watch?v=zYu2H4u161g

    Not sure if this helps.

  9. #19
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    Aren't you the guy who made GunGirl2? I loved that game, and if I'm not mistaken, it runs smoothly with parallax scrolling and 640x480 graphics. It had some big levels too, so I'm surprised you ran into this kind of problems.

    Just split your levels, man. a 8000x3000 level is kind of huge. Take a look at Super Metroid or other action/adventure games, they split their levels, you don't have levels that big. Every time you enter a door is like a loading time in disguise. So you have to do something like that. It will be a pain if you didn't plan your game to work like that in advance, but lesson learned, move on, that's how it is.

    You have to learn how MMF works so you can go with the flow. Trying to force it to work your way is gonna give you serious problems. The software isn't perfect, but problems and all, I think it saves you lots of time in the end. That panda game looks cool too, so I hope you can finish it up And sorry if you are not the Blue66 I'm talking about. Cheers!

  10. #20
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    Blue66 I understand you, but you can't just blame Clickteam if your game it's bad created and bad programmed....it's YOUR WORK know how to manage performance and memory usage......you will never find an engine where you can go out by placing a lot of objects and codes in a dirt way and wait that everyhting will go fine...YOU SAID about Crysis....ok...had you used cryengine sandbox? try to experiment and put a lot of objects and bad programmed AI scripts in cryengine sandbox editor and I doubt that you will come back here crying complaining of clickteam...

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