Posted By
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Message
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Serenade
Registered 18/12/2003
Points 15
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9th March, 2004 at 20:50:58 -
So of course, I have a problem. Is there a limit to the amount of counters you can have in one frame? Because I've been using a lot of them and suddenly I got a runtime error telling me that a counter couldn't be loaded, I discovered that it is relative to the amount of counters because the problem is rectified once I reduce the amount of counters in the frame. So, my question is, is there a limt and how can I destroy that limit?
"Absolute destruction is the only true perfection."
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Serenade
Registered 18/12/2003
Points 15
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9th March, 2004 at 21:00:36 -
Okay, my mistake. I just discovered that each frame has an object limit, my limit was currently set to 300, so I boosted it to 10000. Crisis averted for now.
"Absolute destruction is the only true perfection."
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- Yelnek -
Registered 03/05/2003
Points 1016
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9th March, 2004 at 22:13:01 -
lol....
You must be using MMF? I know TGF has an object limit or something... I never hit it thou.
"I have dreamed a dream... But now that dream is gone from me."
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RapidFlash Savior of the Universe
Registered 14/05/2002
Points 2712
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9th March, 2004 at 22:23:42 -
That sure is a lot of counters. Are most of them hidden? If they are, you can just use a few active objects to take over them (ones that are already in use, if possible).
http://www.klik-me.com
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ShadowCaster Possibly Insane
Registered 02/01/2002
Points 2203
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10th March, 2004 at 00:33:42 -
... Or you could use an Array
TGF's limit I think is 255 objects, Kenley? I havent used TGF in ages, I cant really remember
Mike
"Now I guess we're... 'Path-E-Tech Management'" -Dilbert
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DanielRehn
Registered 18/09/2002
Points 139
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10th March, 2004 at 03:49:36 -
Well the limit in TGF is slightly over 256, about 260...
And to lower the number of counters you could use an array to store the values and a string/text blitter to write em on the screen (I have used that alot and it is very useful.)
n/a
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Airflow imafirinmahlazr
Registered 24/09/2003
Points -197
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10th March, 2004 at 06:09:26 -
I try to use active objects values as much as possible.(As well as flags)
Even Global values when I can be bothered reseting them.
(I hate using counters, authough I don't know why)-Most of my games
only use about 4. Even the complicated ones.
n/a
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Airflow imafirinmahlazr
Registered 24/09/2003
Points -197
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10th March, 2004 at 06:10:28 -
300!!!???
Wouldn't that be enough? Why? 3d Halo engin?!
n/a
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AndyUK Mascot Maniac
Registered 01/08/2002
Points 14586
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10th March, 2004 at 11:59:17 -
Over 300 sound like it will be slow
if the background tiles are all active.
or there are loads of particles
or hundreds of counters
.
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Shen Possibly Insane
Registered 14/05/2002
Points 3497
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10th March, 2004 at 14:51:16 -
TGF's limit is 262, but some objects such as picture buttons take up 3 or so.
And yes, you do hit 300 quite easily in a big game ;P
gone fishin'
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AS Filipowski
Registered 29/02/2004
Points 444
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10th March, 2004 at 17:11:18 -
300?! thats a lot of objects, I would hate to see the event editor
I do not have a signature of my own
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Kramy
Registered 08/06/2002
Points 1888
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10th March, 2004 at 22:57:00 -
Hmm...my game quite frequently hits 1000 for me.
In MMF I use 1 counter usually, and lots of alterable values.
Interesting Thing: "Invasion of the Mini-Bots Beta v1.0" engine was only 236 lines of code long.
Kramy
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tdc052621
Registered 20/12/2002
Points 908
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10th March, 2004 at 22:57:54 -
lol
n/a
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Rycon
Registered 20/09/2002
Points 996
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10th March, 2004 at 23:32:01 -
I use counters for stuff thats very important in the game, stuff thats used frequently and I need to be able to keep track of it easily (Selecting it in the event list, seeing all of its actions without confusion). For all those 'other' numbers, I try to use as many alterable values as possible. This is the best way to do it in my opinion.
We are the music makers, we are the dreamers of dreams...
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