The Daily Click ::. Forums ::. Klik Coding Help ::. Any way to get around C&C's/TGF's object limit???
 

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KlikFactory



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  11/01/2002
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11th September, 2003 at 20:57:37 -

I think the limit for objects on screen is somewhere around 200, right?

Anyways, I have a game I'm making that has a lot of units shooting a lot of bullets and flames and such. Problem is, a lot of the units end up not being able to shoot because of the object limit.

This is a huge issue with my game- it simply doesn't work in this state. Is there any way to get around it? If not, I'm screwed. I don't plan on buying MMF anytime soon.

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Oontz Oontz Oontz

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  19/11/2002
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11th September, 2003 at 21:19:44 -

No, now get mmf.

 
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Kramy



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  08/06/2002
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11th September, 2003 at 21:25:12 -

You're screwed...unless you download the MMF demo. I had a similar problem with sunflower cannons in one game. The cannons stopped firing after there were too many shots/cannons.

 
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Crystal Clear (H.E.S)

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12th September, 2003 at 01:47:56 -

Give me a *M* Give me a *M* Give me a *F*. <-- Get it!
If i was you, id get MMF, youll be amazed how much better it is compared to TGF.

 
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istvan



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12th September, 2003 at 06:17:48 -

i dont use MMF but i also dont make games with huge ammounts of objects. im afraid the only way to get around this problem without changing the games structure (eg. have a limit to how many enemies are onscreen at once) your gonna have to take the mobs advice, the advice every TGF user is battered with. GET MMF!!!

 
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Jenswa

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12th September, 2003 at 09:26:38 -

Hmm yes, people at these forums will send you to mmf for any problem.

Well there are some solutions, but the limit will still be around that magic number, perhaps you can h*ck it and set it higher, just like in mmf.

But an example on the gba i've only 128 sprites (that's mostly enough) but i've reserved some sprite spaces for 10 ten bullets.
That will be enough since there are 3 on screen at maximum.

So my point is, reserve some 'slots' but i don't believe that was possible, so if you need to create and object, destroy another irrelevant one.

Further more it depends on your game, you check if it's possible to create the enenmies in real time.
e.g. you're 'scrolling' through the level and not all objects/enemies are created at start. But only when you come near them. (create them off-screen no one will see the difference, plus it frees some objects).

But if you're massively scattering objects around the screen, this will prolly not help ya.

 
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  23/09/2002
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12th September, 2003 at 11:30:28 -

yep, you can try to be really conservative and squeeze as many objects out of TGF as possible. e.g., instead of having just 1 bullet in a bullet sprite; have 3 spaced out, etc. try and use as few detectors as possible and cut down on particle effects like sparks.

jenswa; you can't hack TGF to get more objects. the limit is there because clickteam couldnt make it better with the technology they had, not because they were being stingy bastards!

 
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Kris

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  17/05/2002
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12th September, 2003 at 11:52:06 -

"h*ck"? is that word taboo around here or something?

 
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12th September, 2003 at 11:59:46 -

you can say CUNT but you cant say H*CK. what a world, eh?

 
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RapidFlash

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  14/05/2002
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12th September, 2003 at 15:42:10 -

260 is the limit. I would get MMF, it is loads better, and since you have TGF you can get it for $50.

 
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Aali [Crazy_Productions]



Registered
  13/10/2002
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12th September, 2003 at 18:24:22 -

ehmmm 255..




 
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renneF



Registered
  02/08/2003
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12th September, 2003 at 18:43:28 -

If somthing is creating lots of objects that are stopped, or will stop permanently, paste them to the background and destroy them, they dont count toward the object limit then.
Hope this helps!

 
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Jimmy Brzezicki



Registered
  16/09/2003
Points
  1057
20th September, 2003 at 10:47:05 -

Is MMF really that much better? There are a couple of ways round this on TGF. If there are any static objects (Eg gun cartridges that have landed on the floor) you can paste them to backdrop and destroy them, and they'll stay (not as an active object) until they go off screen. Also, although it won't look as good try to make as much af it animation based as possible. For example, someone who appears to be firing a machinegun on full auto could just be firing one invisible shot every few seconds, so long as when it hits the target spasms like he's being ripped to shreds by a hundred rounds. You can also put in limitters, so that a spark from a bullet impact will only be created if the number of sparks<20 or whatever, prioritising the important stuff. In this situation, you also want to avoid destroying and creating important stuff since it may not be created. I had big problems with one game because sometimes your character would respawn with no arms for this reason. Still, if you're making an RTS it is a real pain. I'd recommend maknig the game focus on smaller numbers of units. As a word of encouragement, it is still possible to make some very impreeive games with TGF in terms of mass battles. Ive made games where your kill-counts can reach 20000 in one level.

 
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  16/08/2002
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20th September, 2003 at 13:52:37 -

TGF Object limit = 262 (odd number?)
If you suddenly can't create any more objects, there's something wrong in your code - you have to destroy objects after they haven't been used. If you have a scrolling game, turn off 'Inactive when far from window' for all objects.

If you really must have more, get MMF, which lets you have 10,000 objects. Yum. You can forget moving them all at once, though.

 
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Shen

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  14/05/2002
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20th September, 2003 at 14:30:59 -

Although a picture button takes up 3 slots.

 
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Blackgaze

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  01/11/2002
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20th September, 2003 at 15:15:16 -

how much do extensions or counters take up?

 
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Kramy



Registered
  08/06/2002
Points
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21st September, 2003 at 14:25:30 -

You could always use the fastloop extension to ensure only one bullet is ever required...it can instantly make the bullet hit a target, or nothing. That's no good if you want to be able to see the bullet though.

 
Kramy

AndyUK

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  01/08/2002
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21st September, 2003 at 14:51:20 -

look just make sure all bullets get destroyed when closer than 0 pixels to windows edge and make sure the bullets and all other objects are destroyed when there animations are over.

you can also make a counter that always shows the number of active objects in the level.

 
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