Anyone working on super large projects?

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Re: Anyone working on super large projects?

Postby skydereign » Fri Aug 22, 2014 10:59 am

sonicforvergame wrote:so Knux dont get this bad but if your game is about 50 Mb then it is because of excessive coding and action if you reduce the codes To A Code then the amount of MB will decrease and use the "clone" functions they will decrease the number of actors which means less image which leads to less MB

Actually the code in almost any gameEditor project is pretty much insignificant in size compared to the data files. The Action.cpp file in the gameEditor source, which defines a large number of the functions you use, is only 216.611 kbs https://github.com/game-editor/game-editor/blob/master/gameEngine/Action.cpp. Compare those 8000 lines of code to the little scripts one typically uses for making games in gameEditor. Code doesn't take up that much space.
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Re: Anyone working on super large projects?

Postby Zivouhr » Fri Aug 22, 2014 2:36 pm

skydereign wrote:
sonicforvergame wrote:so Knux dont get this bad but if your game is about 50 Mb then it is because of excessive coding and action if you reduce the codes To A Code then the amount of MB will decrease and use the "clone" functions they will decrease the number of actors which means less image which leads to less MB

Actually the code in almost any gameEditor project is pretty much insignificant in size compared to the data files. The Action.cpp file in the gameEditor source, which defines a large number of the functions you use, is only 216.611 kbs https://github.com/game-editor/game-editor/blob/master/gameEngine/Action.cpp. Compare those 8000 lines of code to the little scripts one typically uses for making games in gameEditor. Code doesn't take up that much space.


So the code/scripting really doesn't take up a lot of space then? This is good to hear Skydereign. Thanks. I'm guessing the reason for the 100 MB size of my giant open land platformer is because of the amount of tiles and objects placed in the game's world. The data files of graphics, sound FX and music are about 29 MB total for Tomb of Twelve, but once they get used throughout the game map, it adds up quickly from what I could tell.
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Re: Anyone working on super large projects?

Postby knucklecrunchgames » Fri Aug 22, 2014 2:46 pm

sonicforvergame wrote:I dont know if you intend to make a wii or xbox sized game but something is clear, you have probably made a game like zivour that is about 85 MB right ? well as i said Gaming companies dont use GE to make game the editor they use probably need less amount of Actor and the coding render the data to a smaller size. so Knux dont get this bad but if your game is about 50 Mb then it is because of excessive coding and action if you reduce the codes To A Code then the amount of MB will decrease and use the "clone" functions they will decrease the number of actors which means less image which leads to less MB


As sky said code won't take much space up. But my game will be a big file size because of all the things you can do in it.
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Re: Anyone working on super large projects?

Postby Zivouhr » Sat Aug 23, 2014 6:05 pm

One thing to note is let's say a game is going to have hundreds of enemies drawn towards the player, so they move towards the player while avoiding the tiles. I tried including not a hundred, but about 20 draw actor enemies, and it quickly slowed down the game frame rate. By finding ways to reduce this in large open land games, the speed can return to a better frame rate. One way is to use more Path enemies on a looped path if you can help it, in place of the draw actor coding.
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Re: Anyone working on super large projects?

Postby sonicforvergame » Thu Sep 04, 2014 9:16 am

skydereign wrote:
sonicforvergame wrote:so Knux dont get this bad but if your game is about 50 Mb then it is because of excessive coding and action if you reduce the codes To A Code then the amount of MB will decrease and use the "clone" functions they will decrease the number of actors which means less image which leads to less MB

Actually the code in almost any gameEditor project is pretty much insignificant in size compared to the data files. The Action.cpp file in the gameEditor source, which defines a large number of the functions you use, is only 216.611 kbs https://github.com/game-editor/game-editor/blob/master/gameEngine/Action.cpp. Compare those 8000 lines of code to the little scripts one typically uses for making games in gameEditor. Code doesn't take up that much space.


But if someone use the Clone function it take less memory because of less individual actors ,Right?
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Re: Anyone working on super large projects?

Postby bat78 » Thu Sep 04, 2014 5:26 pm

sonicforvergame wrote:
skydereign wrote:
sonicforvergame wrote:so Knux dont get this bad but if your game is about 50 Mb then it is because of excessive coding and action if you reduce the codes To A Code then the amount of MB will decrease and use the "clone" functions they will decrease the number of actors which means less image which leads to less MB

Actually the code in almost any gameEditor project is pretty much insignificant in size compared to the data files. The Action.cpp file in the gameEditor source, which defines a large number of the functions you use, is only 216.611 kbs https://github.com/game-editor/game-editor/blob/master/gameEngine/Action.cpp. Compare those 8000 lines of code to the little scripts one typically uses for making games in gameEditor. Code doesn't take up that much space.


But if someone use the Clone function it take less memory because of less individual actors ,Right?


When the game is exported.. the difference will be really slim.
The data is compressed and optimizated. So yes.
Lets say you have 11 mb picture as an actor in gE. When exported.. it will consume space like 1 mb only.
If you clone that actor and export it will consume some bytes more
If you load another actor picture 11 mb actor. It will consome a bit more then then if you clone it. like 3-4 mbs.
The default memory consumption of a null game (no actors or scripts) is 1.36 MB.
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