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Robageejammin



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15th April, 2005 at 11:13:06 -

Just wanted to know if there was any way to change how many objects could be on screen at once. Like if it can go past 260 or whatever it is.

 
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X_Sheep

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15th April, 2005 at 11:48:56 -

Nope, you can only change that in MMF.

 
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DeadmanDines

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15th April, 2005 at 12:10:17 -

Nope, sorry. However, you *can* use a few tricks to optimise the object limit.

For example. In your standard scrolling game, there are may well be several types of object, and several indstances of each. Eg:

Coins: 50
Enemies: 10
Extensions, etc: 10

That's 70 objects taken up already - many of which probably aren't on-screen at that time. So we only have 190 more objects we can display.

So what you can do is have a list object and create a process that cycles through every object (using fastloop) and checks their coordinates - if they're offscreen, it adds their coordinates and other data (direction, important values like health and ammo, etc) into the list, then deletes that object.

Now you have a list object with about 70 items in it. But because those 70 have been deleted, we now have the full 260 to use. As the player moves around, another fastloop process now and then can check where objects need to be, and then create them once they're on-screen.


Of course, you'll never have the FULL 260 available to you, because extensions (such as the List Object) take up a bit of your object limit, and you'll still have the player object and any detectors, score objects, string objects, etc. But you should still end up with about 240 left to play with.

 
191 / 9999 * 7 + 191 * 7

axel

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15th April, 2005 at 12:10:25 -

TGF object limit: 256 (i think)
MMF object limit: 10 000

 
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AndyUK

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15th April, 2005 at 13:54:06 -

I believe the limit is for TGF is 262.

You could always create new objects at runtime, if you make a few objects that create collectables when the character reaches a certain point you can have as many as you want.

Say you have 100 coins in a level, when your character reaches halfway you can destroy all coins (to get rid of any leftovers) and use these objects to create new coins, Creating each coin one by one in the events editor is a pain so you could have a blue square which turns into 10 coins in a row and a red square to turn into 30 coins etc.

Still using the list object and fastloop sounds even better, but my method is easier.

 
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axel

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15th April, 2005 at 16:30:08 -

Phizzy,
http://www.create-games.com/forum_post.asp?id=117654
chop chop!

 
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AndyUK

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15th April, 2005 at 20:47:29 -

Phizzy, test it mate, you will find it is actually 262, unless there is some hidden reason why its not that only tigerworks would know of.

 
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ChrisB

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15th April, 2005 at 21:29:56 -

Maybe that only applies on the 16-bit version. It's 262 for me.


(by the way, not even tigerworks is l33t enough to h4xx0r teh sources to TGF and find out why.)

 
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Teapot

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16th April, 2005 at 00:53:57 -

Awesome avatar, Mr Smith. Robageejamin Smith, that is.

 
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Tigerworks

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16th April, 2005 at 09:57:09 -

I think the limit is defined as 256 (its a nice round number for programmers anyway), but due to different objects counting as different amounts of objects, quirks in TGF etc. in practice you can go up to 262.

 
- Tigerworks

AndyUK

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16th April, 2005 at 13:36:58 -

I never though about the differences in 16 and 32 bit modes.

 
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Robageejammin



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16th April, 2005 at 19:01:15 -

Ah ok, thanks. All good advice but the kind of game im doing requires all those objects on the screen at once. Im making a snake with a cool kind of movement using the premade race car movement for the head and creating a circle with a shrinking animation at the head for every millisecond. Ill live if i cant do it though. I was really just messing around.

And thanks teapot. For some reason it gets all crusty looking on this site.

 
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axel

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17th April, 2005 at 05:53:35 -

milliseconds?...
TGF's event loops are 00:02...

 
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axel

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17th April, 2005 at 13:23:15 -

2 milliseconds is 00:002 not 00:02
milli=thousand

 
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ChrisB

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17th April, 2005 at 17:00:04 -

Man, Aggggge, don't you listen?

 
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