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Thread: Clickteam please improve PERFORMANCE of MMF2 games ASAP

  1. #21
    Clicker Multimedia Fusion 2 Developer
    Blue66's Avatar
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    Quote Originally Posted by oruga View Post
    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!
    Yes, I've made GunGirl2 and right now I'm working on the Panda game. And I don't know why I'm having so many problems with performance. In GG2 I was using way more events and never ran into any performance problems. Here, this is my main issue. Maybe it's because of the window stretching or I don't know.

    You know, I'm on the brink of just throwing the towel on this project, even after I've spent the last 2 years on it. And that is just because MMF2 is giving me such a damn hard time with the PERFORMANCE

    Quote Originally Posted by paobrasil View Post
    your game it's bad created and bad programmed
    How can you just imply that I have 'bad created' and 'bad programmed' my game? You have no clue what my game engine looks like, do you? So don't be so arrogant and try to help and be constructive. Right now you're not helping anyone.

  2. #22
    Clickteam Clickteam
    Danny's Avatar
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    I find it a little ludacris that some people support the fact we have to bring positive opinions and suggestions to a thread that was started flamey towards the product and then not taking on board previous correspondence from other developers.

    I struggle to see why you would want that many actives per frame, then again I don't know the details of what you're trying to do, whatever the case, you want to fit 800 objects into a resolution that is LESS than 640x480, can't seriously be any room left for anything else on the frame. If objects appear outside of the frame then just code MMF2 to discard those objects until in view.

    I also fail to see how DX9 mode would fail on this, as said previous I have managed numerous stress tests on standard and when that drops ~10fps I can switch to HWA and then stress it a further 30 or 40 times it's standard runtime limit. It would appear to me this is NOT a case of visuals and/or graphics usage or memory usage for that matter. It seems to me from the outset that your issue lies within the code.

    There are some flaws to MMF2 which everyone is pretty much aware of now so it's just a case of working around those flaws, as long as there is a workaround I see no issue in using MMF2 to basically do, any type of game/genre.

    Can you not post a watered down version of your MFA on here for all us to check out? As long as the problem occurs as your end, we can all download the same MFA and try pin-point the problem. If it IS a ClickTeam issue then maybe it could be addressed, until then there is no point everybody speculating what the problem might be to an otherwise invisible problem.
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  3. #23
    Clicker Multimedia Fusion 2 Developer
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    Why does it appear to so many that I'm "flaming" Clickteam? I'm giving them honest feedback about their product and I have never used any offensive language to do so. Yes, I am quite frustrated to see a project of mine that should be easy to handle for any modern computer to give me such a struggle to keep a steady performance. And I can't see what is so complex about my game that gives my computer so much struggle, so I'm asking if Clickteam even uses hyper-threat (multi core cpu usage), because if not then this is a serious issue because when Clickteam does not keep up with modern hardware, they will go under with their products. Like I said, this technology is even used in modern cell phones and if Clickteam simply ignores this fact, MMF2 will soon be utterly useless, because nothing will run their programs anymore, except you remake Pacman over and over.

    So what I'm asking here is simply to have Clickteam look into the serious issue of overall low performance (seen in this thread are others also struggling to keep up with performance of their games, so I'm not just a bad programmer and others have the same issues) of their games so that the customer can spend more time on designing fun games and spend less time on optimizations. I mean what's the point of having every single user of the product find tons of work-arounds, if there is one common problem for every one of us? Shouldn't Clickteam solve this problem instead of giving us more and more export options that seem more and more useless seeing MMF2 can't keep up with modern hardware? Isn't that a good thing for all of us, if there would be a solution that gives us more performance for our games?!

    How can anyone be offended by that?

  4. #24
    Clicker Multimedia Fusion 2

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    Nivram is right, although venting frustration and responding to it is inevitable, they don't fix the problem.

    So....

    I am MMF 2's most inefficient user, but are the colors set to 16 million, or the next step down? Personally, I don't find that much of a difference, and if it speeds things up, it would be worth it.

    Maybe you should post the most processor heavy procedures and see if any of the super brainy types here can help.

  5. #25
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    nivram's Avatar
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    Sorry Grim_Jester. I deleted that post as it was inappropriate.

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

  6. #26
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    "How can you just imply that I have 'bad created' and 'bad programmed' my game? You have no clue what my game engine looks like, do you? So don't be so arrogant and try to help and be constructive. Right now you're not helping anyone. "

    - Back the post page and read again my post......I said "IF your game it's bad created and bad programmed..." IF it's not a affirmation....

    I've tried to say to you that ALL OF ENGINES IN THE WORLD need to be worked knowing about performance and memory usage.....I quoted the cryengine 3 sandbox for example....and I do not need to go so far.....it's not about bad engine or processor core usage....

    Just try to get the hammer editor (level editor for source half-life 2 engine) for example...Source i'ts simply a perfect programmed engine and even then it is possible to made a level in Counter-Strike Source for example that you freeze the game in a Intel i7 for example......

    Try to think about this my friend,
    Best regards

  7. #27
    Clickteam Clickteam
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    Blue66 - So even after all my suggestion of you posting the 'actual' MFA here for everyone to look at, you still aim this directly at Clickteam. If you think only Clickteam can deal with this issue and you don't want to share your source, then us other developers are blind to what the problem could actually be.

    If that is the case, then you should've emailed Clickteam directly, posting this on the public community forums is gonna beg for a response from other developers to try and help or assist, it's no good throwing at developers "this doesn't work" or "that doesn't work" if you don't want to help the issue by submitting an MFA replicating the problem. All our hands are tied from this point on, so if you're not prepared to share the MFA or point out where in your source (with screenshots or videos) I fail to see how anyone on this forum could help you any further.

    Quote Originally Posted by nivram
    Danny. Actually I was shocked by your response. I find it a little ludacris that some people still don't get these forums. You should have just said shut up Marvin. You don't flame and the other developers, as you call them, were not being of any direct help, and flaming right back.
    Marv, that wasn't aimed at you, I was thinking out loud. The OP's initial post is quite a dig at CT, the product and goes into a crazy frenzy without pointing out any facts on his problem, just a summary, 640x480 resolution, 800 objects helps nobody to see what this issue could be. Don't be offended Marv, it wasn't an aim at you. I, as many others have pointed out don't like someone who wants to start a thread with this kind of attitude and expect help from the community.
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  8. #28
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    Quote Originally Posted by Blue66 View Post
    Yes, I've made GunGirl2 and right now I'm working on the Panda game. And I don't know why I'm having so many problems with performance. In GG2 I was using way more events and never ran into any performance problems. Here, this is my main issue. Maybe it's because of the window stretching or I don't know.

    You know, I'm on the brink of just throwing the towel on this project, even after I've spent the last 2 years on it. And that is just because MMF2 is giving me such a damn hard time with the PERFORMANCE
    Just take a little rest, you are burnt out, I know how frustrating it is when you get stuck into a problem and you see no exit in sight. If there's been interest for the panda game for 2 years it's for a good reason, must be a good game, certainly looks like it, heck, I would pay for it. So don't give up!

    There must be something specific causing those problems, maybe taking a look at the GunGirl2 code can give you a hint to where to start looking. What was your biggest level there? What kind of properties did the objects have (inactive when outside the frame, etc)? What extensions you used? etc. Try running the panda game un-stretched, at 640x480, etc. Debugg to find what's causing the problem. Check your loops, check the objects you created at runtime. There must be something that's ruining the performance. Because after seeing GG2 with the big levels, high-res graphics and all the sprites, blood and stuff that could perfectly handle I just can't believe you are having problems with this new game.

    If necessary, ask for assistance. There are many experienced and great coders here. Maybe they can take a look at your code and help you fix the problem.

  9. #29
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    Thanks Danny. I had deleted that post as not being appropriate. And, it wasn't.

    Marv
    ​458 TGF to CTF 2.5+ Examples and games
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  10. #30
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    Do you use a lot of fastloops? the foreach object can help, also search the forum for fastloop optimization, Ive seen huge improvements in performance when using these two methods.

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