The Daily Click ::. Forums ::. Klik Coding Help ::. How many frames is too many???
 

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Spram



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12th July, 2005 at 22:13:07 -

I'm making a new game and now it's at 163 frames and not close to being finished. I read in a tip of the day that having less frames is good, but how many frames do you need for your game to lose performance?

 
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Greasy



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12th July, 2005 at 22:42:29 -

Wow, does it even have scrolling in it?

 
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Phredreeke

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13th July, 2005 at 05:33:50 -

w00t! New game from Spram! And for your question, I don't know.

 
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Make some more box arts damnit!
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DaVince

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13th July, 2005 at 06:13:57 -

It's not about losing performance, but about filesizes. Every new frame will make your file bigger.

If it's one of those games where you have one screen and you can go left or right, you'd better not do that with seperate frames but with a scrolling technique...

 
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DaVince

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13th July, 2005 at 06:14:42 -

Fuck double posts. Fuck connection losses, too.

Image Edited by the Author.

 
Old member (~2004-2007).

Phredreeke

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13th July, 2005 at 06:19:09 -

DaVince, get on msn, d00d!

 
- Ok, you must admit that was the most creative cussing this site have ever seen -

Make some more box arts damnit!
http://create-games.com/forum_post.asp?id=285363

Tigerworks

Klik Legend

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13th July, 2005 at 08:54:10 -

The frame limit is about 30,000 I think. So you're not in any danger.

If your new frames use objects that exist in other frames, then it won't add to the file size that much - MMF pools identical objects across frames and only saves them once.

IMO the biggest problem with lots of frames is maintanence. If you find a bug with your movement engine... are you gonna replace the code in 163 frames??

 
- Tigerworks

AndyUK

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13th July, 2005 at 09:13:12 -

163 sounds a lot but that depends on the game really. Say it is a Text adventure style game (interactive fiction), Each new screen could be a new frame. It's not very efficient but better than a Platform game.
A platform game with one non scrolling level per frame, people would get fed up way before getting to the 160th level unless it is very addictive.

 
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Spram



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13th July, 2005 at 11:16:27 -

Thank guys. The file size is not really a problem for me. Anyway, the game is low resolution so the graphics don't take too much space.

And it's an RPG. Needs lots of screens and towns and battle areas and stuff.

 
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Phredreeke

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13th July, 2005 at 12:30:42 -

Blimpo 2?

 
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Make some more box arts damnit!
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Spram



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13th July, 2005 at 15:16:51 -

Blimpo Warrior 2, yes.

 
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Sashman15



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13th July, 2005 at 16:07:34 -

Sounds like a fun game, i remember trying out Hyper Quadrant, that was a pretty interesting and creative game.

 
Heyya, what you sayya?

Muz



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14th July, 2005 at 22:17:45 -

Frames aren't a problem by themselves. The problem is if you use the same objects in them. Say you have this guy with about 4*(5 + 1 + 6 + 2) = 56 frames of animation. 5 for walking, one for stopped, 6 frames of shooting, 2 for falling and jumping, and times 4 for the 4 common directions.

So, assuming this guy would already take 2 KB (2 times if 16-bit, 4 times if 32-bit), a 32-bit character like this will take 326 KB if he's in 163 frames!

And that's just assuming an average main character. What about repeated interfaces, explosions, enemies, etc, etc?

You might not care too much about file size yet, but release an average game in 30 MB and the anti-noobs will slaughter you .

 
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Greasy



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14th July, 2005 at 22:58:07 -

Isnt there some kind of extension or something that prevents the same characters in each level taking up the same amount of KB's in different frames?

 
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Muz



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15th July, 2005 at 03:12:17 -

I dunno. Global object?

 
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X_Sheep

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15th July, 2005 at 08:43:16 -

Doesn't it do that automatically when you compile it?

Image Edited by the Author.

 
a/n

Windybeard Games



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You've Been Circy'd!VIP MemberCandy Cane
15th July, 2005 at 16:47:02 -

i would imagine it would, it would be a very silly mistake on clickteams part if the character is copied 56 times in the same app.

 
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Tigerworks

Klik Legend

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15th July, 2005 at 16:48:58 -

Muz, if you read my post, MMF doesn't save identical objects more than once. If you copy and paste the player object in to a new frame MMF isn't going to save it all over again, it's cleverer than that.

 
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Phredreeke

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You've Been Circy'd!VIP MemberPS3 Owner
15th July, 2005 at 17:00:33 -

Even if it did, it should be a piece of cake to compress...

 
- Ok, you must admit that was the most creative cussing this site have ever seen -

Make some more box arts damnit!
http://create-games.com/forum_post.asp?id=285363

Gerwin Kramer



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15th July, 2005 at 18:43:12 -

I never had to use THAT much frames! When they start to get ''full'(if thats even possible) then just make another game and find a way to connect both to eachother

 
n00bish!

AndyUK

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16th July, 2005 at 10:31:00 -

If you want to keep the filesize down (if only a little) you could make a larger area in one frame and put more than one area inside it.

say for instance in a village, you could make the houses in a different area not accessable normally but in the bottom left and your character warps there when they open the right door. Maybe lock the scrolling too to make it look like a seperate area.
I feel that is better than making a new frame for each room.

Each new blank frame adds 5.4k to your filesize (The Games Factory anyway maybe MMF is more?)with over 160 frames this adds up. Well it's not much really.

 
.

Liquixcat

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VIP MemberLikes TDCKitty
16th July, 2005 at 13:20:43 -

no ammount is too many. It effects filesize, yes, but people without a high speed connection need to suck it up.

Also, it seems to me that any good RPG would have many frames.

 
thinking is like pong, it's easy, but you miss sometimes.
   

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