I was just wondering what's the most amount of objects everyone has in their games, and how much code, or events.
I just counted in my Zombies Now game, the first level has 215 objects, which is everything, active objects, backgrounds and counters etc. It has 905 lines in the event editor, and some objects have their own code in their behaviors. This is just in the first level.
The engine for Noir is pushing 350 events, that's with only 1 enemy routine. Figure another 100 - 150 for all the AI so about 500 events, in the engine. I've been keeping my active objects down because I'm developing it in TGF but I've been doing a damned good job so far, although I may need to switch over to MMF because one of the levels I'm planning is going to be HUGE, and I'm going to run out of active objects quick. But the level is going to be SICK, and extremely difficult. You all are going to hate me.
Terminal Orbit has 969 events in the main game alone, excluding the level editor, menu system, and the few thousand lines of code in the extensions that go with it. There are about 250 unique objects (250 along the top of the event editor).
Who cares about event counts when you can have efficiency None of my games have had more than 250 lines, but then again I haven't made an RTS. (Or have I? ) However, my MagicDeque extension source code is over 300kb - that's around 5000 lines, and 1000 of those had to be rewritten when I lost the original source code So don't lose your work, although the newer version was much better IMO.
One of my games ultimately crashed because I had reached MMF 1.2's object limit, which is why I bought MMF 1.5. The frame that crashed my game into unworkability was a battle frame that was to work globally throughout an RPG.
Number of events - 757
Number of objects - 288 (as counted by an implemented counter to track all number of objects)
This was only with three of the 7 or 8 characters meant to be included in the global RPG battle engine, and it had not included any monsters yet.
Upon getting MMF 1.5, I decided to rebuild the same battle engine from scratch, only compressing objects into general animations (knowing it wouldn't bring quite the same WOW effects as would delivering them as individual objects). This time nothing would stop me except for the limits of my imagination and creativity. Well, I works and worked and worked and added all the characters in until I couldn't think of any new techniques for the characters I don't normally have on my mind. I had written all of the techniques down in a TXT file for when I needed to look back on them.
Once again, this did not include any of the monster/enemy codes, and not all of the characters and fancy techniques had been implemented completely.
global battle frames are extremely difficult to do with Click Products. You'd end up having to include every enemy, every attack/magic particle/object,and events for ever object.It'd be much easier to just make one battle frame per dungeon plus the boss frames.
Not that I'm a bad coder or anything. I'm sure that there might be a better, less code way to do all that I've done. Or maybe not, because when you're coding in 15 or more different characters for a global engine that handles 7+ techniques with varying amounts of effects to them... it kind of gets chunky.
And no, I'm not trying to be boastful or brag about the stuff I've worked on. I'm actually not working on my game at the moment. I chose that before I work on anymore game design that I'd finish up my long... gah... novel... first. ><