Large projects in GE

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Large projects in GE

Postby Azou » Sun Jun 30, 2013 12:05 pm

Hello everybody! Recently I've been rare in the forum, not posting or replying much etc. The thing is, I'm developing a game, and it's taking all my time.
I've a problem thought: is it possible to "rewrite" GE, in a way it'll handle perfectly large projects? Because, I first started the game-developement, but I stopped, due to the fact I could barely lunch the game in full screen, let alone play it. I tried the LoadGame() technic, I still gotta wait 5 or 6 min. Now I'm stuck :( SOS
Last edited by Azou on Fri Jul 19, 2013 11:16 am, edited 1 time in total.
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Re: Large projects in GE

Postby Azou » Sat Jul 06, 2013 12:23 pm

No response :cry: ?
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Re: Large projects in GE

Postby skydereign » Sat Jul 06, 2013 7:31 pm

The only way to improve any of this currently is to compress your images, and use less of them. For instance, you should use tiles to do your ground. This is more work, but it can massively reduce the amount gE has to load in. And you may think you can't create as dynamic levels with tiles, but if you make a good tile set, you can easily make it look untiled in nature. You can also tile other things, and used shared assets among clone actors (trees for instance). Essentially the smaller the data is for the ged, the faster it will load.
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Re: Large projects in GE

Postby Azou » Sun Jul 07, 2013 10:18 am

That's definitely more work to do! However, the same thing cannot be done with special effects!
Btw, is there a kind of "garbage collector" in GE? A code that would "free" memory an actor used?
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Re: Large projects in GE

Postby skydereign » Sun Jul 07, 2013 10:43 am

Azou wrote:However, the same thing cannot be done with special effects!

Ah, if you have a lot of special effects, then you should consider using particles instead of full effect animations. Essentially you break the effect into different pieces and use clones to create the effect. This method is a lot more dynamic, and can do way more in the way of effects than animating each one individually.

Azou wrote:Btw, is there a kind of "garbage collector" in GE? A code that would "free" memory an actor used?

I haven't really looked into how gE does memory management, but just from my own experience actors that no longer exist don't waste extra memory. But again, I haven't looked at what the code is doing, and whenever dealing with images that were large enough, it never became a problem.
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Re: Large projects in GE

Postby Azou » Sun Jul 07, 2013 11:19 am

Thanks for your answers :D . I got it now, the whole idea is to break down images into small pieces!
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Re: Large projects in GE

Postby RippeR7420 » Sun Jul 07, 2013 4:33 pm

Beautiful backgrounds! What program are you using for these?
CURRENT PROJECTS:

-Olo: The Sword Shaman http://game-editor.com/forum/viewtopic.php?f=4&t=12919

-The Wrath of Blob: (On the back burner)

-StickMcGee - Blast to the Future http://game-editor.com/forum/viewtopic.php?f=4&t=13660
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Re: Large projects in GE

Postby Azou » Sun Jul 07, 2013 7:41 pm

Mainly I'm using Photoshop + Pixelmator. I had to draw certain things like the main character, but mostly, I'm just playing around with brushes :D ! Thanks btw!
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