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Akai_R



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2nd November, 2014 at 02/11/2014 13:01:45 -

It's always a good rule to scale the game down as much as you can. I think I've seen a thread/article somewhere about how to conserve space when you create games with fusion, but I don't remember where now. A rule I always follow is to take away anything that doesn't add anything to the game, and if you can: alter things in order to save space. For example, an .ogg file takes up less space than a .wav. If you can decrease your file size, there's no excuse not to. That being said, downloading games online well over 2gb is nothing strange these days. Although that would be triple A games, but still.

Edit: Sorry for bringing up an old thread, but though it was interesting

Edited by Akai_R

 
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siven

I EAT ROCKS

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  03/11/2008
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5th November, 2014 at 05/11/2014 20:55:30 -

I wish i could condense the game more, but at this point its really quite difficult. i feel like a lot of the effects need to be there to give the game the feel it needs, although im sure theres quite a few things i could take away from it to shrink it a bit. Ive been considering a mild rebuild but it would take forever.

 
[Game design makes my brain feel like its gonna explode.]

Akai_R



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  16/04/2008
Points
  436
6th November, 2014 at 06/11/2014 13:14:36 -

Yeah, rebuilding from scratch is the quickest way to kill your project

 
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siven

I EAT ROCKS

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6th November, 2014 at 06/11/2014 22:49:39 -

Yeah and ive done it 3 times already i dont wanna do it again lol

 
[Game design makes my brain feel like its gonna explode.]

The_Antisony

At least I'm not Circy

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  01/07/2002
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VIP MemberStarSnow
29th November, 2014 at 29/11/2014 23:27:23 -

Really focusing on minimizing an MMF project isn't something that should be a concern in your few first games. Even if your goal is going from hobbyist to professional some day, you'll need to have a firm aptitude of Fusion before understanding how each type of object or extension can be configured to conserve both file size and system resources.

I don't think anybody expects your first few official projects to be spot-on so long as each release shows some kind of improvement over the previous. Really conserving resources can get a little crazy, too. I'm working on a project that uses 6 active objects to create 36 different types of enemies that all look different and have animations. None of the objects are created at the beginning of the level - they're all dynamically created at runtime by parsing through delimited values in a single string generated by a python script externally and loading the data into 13 different alterable values for each enemy. I can have 200+ enemies flying around the playfield at one time without experiencing any type of slowdown and no more than 12MB of RAM use.

 
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siven

I EAT ROCKS

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5th December, 2014 at 05/12/2014 20:18:54 -

well thats pretty awesome lol.

 
[Game design makes my brain feel like its gonna explode.]
   

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