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Sephirenn

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16th June, 2007 at 14:58:55 -

Is there a limit to the number of frames you can have in one game in MMF2? Also, is the only consequence to having a million frames filesize, or does it effect gameplay/slowdown also? Thanks in advance for anyone with answers.

 
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Knudde (Shab)

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16th June, 2007 at 15:01:34 -

Well if it's thousands of empty frames, I'd assume that it's not going to be too large of an increase.

 
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AndyUK

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18th June, 2007 at 17:21:52 -

ive never thought about it before,

i think each new frame does add a few kilobytes to the overall filesize.
Having a million wont slow down the games based on actual ingame performance, but loading might be slower.

 
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Sephirenn

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18th June, 2007 at 21:25:02 -

I know both of you have been a part of some great games. Can you shed some light on the frame count? I'm only asking because I am making a game that will have 5 or 6 worlds (if I can complete it), and right now the 5th world (dont ask me why i started there) will have about 30 frames when all is said and done. With the worlds before it having less levels/menus, I'm thinking there will be a total of around 130 frames MAX. Is this just rediculous, or is it normal?

 
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19th June, 2007 at 03:43:09 -

It's not unheard of, but you're making things more difficult on yourself by using so many. There's usually some way you can use fewer, and unless I were making something like a simple platformer I myself don't like to use more than five or ten.

In the case of platformers and things of that nature it does make things easier to use a tonne of frames, but you'd better be pretty damn sure your engine is perfect from the beginning.

 
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axel

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19th June, 2007 at 13:37:26 -

I've made games with far over 100 frames before (I don't recommend it though), so even if there is a limit, I hardly think you're going to hit it. However, the problem with using so many frames is, like Radix implied, that if you find a bug in the base engine, you have to change it in all other 130 frames! So you'd have to make sure everything is perfect, and that everything you want in the game is implemented, before starting with the level design. A good way to avoid these kind of problems is to build a level editor, so you can still have 130 levels, but with all code kept in one single frame (á la The Underside, and other games)

 
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19th June, 2007 at 17:29:19 -

Yes, I'm making one of those games where I completely finished an engine and copy/pasted it into each frame, as opposed to created a world-loader, for a platformer, and you better habeeb that it spent the better part of 2 years in the boiler, just to make the ENGINE

 
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Sephirenn

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19th June, 2007 at 17:46:36 -

Thanks guys. The game I'm making is basically a large compilation of "minigames" spread over multiple worlds with a story driving it all. And you navigate to locations on each world through menu's. So each world has got something like 5-10 minigames, but then a good 5-20 frames of menus and 'instructions' supporting them. As such, if I have a major engine change, it effects maybe 3 frames max, as that is the extent of that minigame. I'd post a preview but I don't have enough done yet to really warrant one. Thanks again!

 
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