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Game Maker 8 Continually Runs out of Memory


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#1 Taizen Chisou

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Posted 30 September 2011 - 01:57 AM

No, seriously. Why do I keep getting 'out of memory' from GM8 when I'm trying to test my game?
It's a little grating having to continually reset the program, mostly since I have the Lite version and have to sit through a bugged out 'continue using the lite edition' screen.
At it's worst Task Manager has reported Game Maker consuming as much as 560,000 KB memory.
What is going on.
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#2 Mayhem Games

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Posted 30 September 2011 - 02:22 AM

How much RAM does your computer have? 560mb's isn't really that much but does sound like too much for Game Maker. Also if your running Windows 7, that alone uses 1gb plus when doing nothing.
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#3 Taizen Chisou

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Posted 30 September 2011 - 12:31 PM

Bear in mind that all of the things I run hardly ever tap out at 300kBs :V
My computer, I believe, has 2GBs of memory.
I run Windows XP. You know, still.

I also don't quite understand how my game manages to use around 250,000 when running.
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#4 Taizen Chisou

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Posted 06 October 2011 - 01:12 AM

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You guys I would love an answer to my problem :V
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#5 sneekyllama

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Posted 07 October 2011 - 12:56 PM

How much RAM does your computer have? 560mb's isn't really that much but does sound like too much for Game Maker. Also if your running Windows 7, that alone uses 1gb plus when doing nothing.


Hate to sound like an ass but you say 560mb isn't really that much... and then compare it to the OS. For the most part I would say 560mb of ram is what a fully polished game should have, yes I know gamemaker eats up much more ram then most languages but 560mb is still quite excessive. I am currently working on a game, decently polished but still only in the earlier stages and its always < 50mb.

As for a fix how much are you preloading? Do you have a lot of large backgrounds preloading? How far along is your game? You might want to selectively load some resources especially things like backgrounds and sound files. If everything is set to preload then gamemaker is going to load absolutely every resource you have into ram, this can build up very fast given that a sound file could take up 1mb+ itself (not sure how much compression gm has when storing to ram).

ALSO: You might want to look into this dll. I have used it in the past and it has been helpful when used correctly. http://gmc.yoyogames...emory dll&st=0

Edited by sneekyllama, 07 October 2011 - 12:59 PM.

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#6 Mayhem Games

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Posted 07 October 2011 - 01:49 PM

Ok... If we want to be like this. Do you know anything about OS programming? ASM? or C? Didn't think so. I compared Windows and Game Maker because lets face it they are quite resource heavy. My copy of Game Maker uses about 400mb's + of RAM after opening a blank project (WTF is Game Maker storing in that 400mb's?!). Now lets compare this to Unity3D 3, that uses 240mb's of RAM on a blank project. Lets also think about other peoples computers, I'm not sure about you but I have 8GB of RAM in mine and can use up to 90% when using Game Maker.
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#7 YellowAfterlife

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Posted 07 October 2011 - 03:31 PM

Ok... If we want to be like this. Do you know anything about OS programming? ASM? or C? Didn't think so. I compared Windows and Game Maker because lets face it they are quite resource heavy. My copy of Game Maker uses about 400mb's + of RAM after opening a blank project (WTF is Game Maker storing in that 400mb's?!). Now lets compare this to Unity3D 3, that uses 240mb's of RAM on a blank project. Lets also think about other peoples computers, I'm not sure about you but I have 8GB of RAM in mine and can use up to 90% when using Game Maker.

That might be a bug... maybe you should report it to helpdesk?
Here, both GM8.0 and GM8.1 use ~10mb RAM when started, and ~15mb when loading a medium-sized project.
The highest RAM usage I've ever spotted for Game_Maker process was around 80mb... however project opened was a 20+mb gmk, so it could be threaten as expected result.
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#8 sneekyllama

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Posted 07 October 2011 - 06:06 PM

Ok... If we want to be like this. Do you know anything about OS programming? ASM? or C? Didn't think so. I compared Windows and Game Maker because lets face it they are quite resource heavy. My copy of Game Maker uses about 400mb's + of RAM after opening a blank project (WTF is Game Maker storing in that 400mb's?!). Now lets compare this to Unity3D 3, that uses 240mb's of RAM on a blank project. Lets also think about other peoples computers, I'm not sure about you but I have 8GB of RAM in mine and can use up to 90% when using Game Maker.

Don't really want to start flaming here or anything, but to start off yes I do know about C and I do code in C#, Java and languages other than GM. I was simply laughing at the fact that an engine used to make a simple game is using the same resources as something as complex as an OS. An arcade game shouldn't be using those kind of resources. Now in response to, "WTF is Game Maker storing in that 400mb's?!", well to start off I listed some things that tend to take up copious amounts of RAM, and ontop of that I ask you the question...WTF is GM doing where an empty project is taking up 400mb's of ram... And even better WTF are your games doing that require GM to take up over 7GB's of ram?
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#9 Taizen Chisou

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Posted 07 October 2011 - 07:00 PM

My game is rather resource-heavy, yes.
It's entirely done in 2D, however.

At my count, the source file takes up 2 088 kb, the EXE 4,4 Mb, and the resources are as follows:

~80 sprites, mostly 32x32, some 48 and some 64, one is 640x480 and another is an animated 36 frame 960x960 one.
23 midis totalling ~500kb
27 wav SE, about 500kb
5 640x480 backgrounds
14 paths
240 scripts
5 fonts
5 timelines, averaging ~5000 steps with ~30 events
84 objects
4 rooms

Task Manager reports that sitting there with the GM window open alone consumes 201,280 KB of memory.
The game running requires about 280,000 KB.

In contrast, an empty project file takes 15 MB and running it even less.
This whole rigamole might just be an inefficency in the loading- maybe?- so if that's so then I'd love a way to aid it.
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#10 sneekyllama

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Posted 07 October 2011 - 08:31 PM

"animated 36 frame 960x960"

That's probably it right there. Try deleting the resource. And replace it with an empty one of the same size and see what happens. Or if it gives an error make one that is like 1x1 and 36 frames.
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#11 Nocturne

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Posted 07 October 2011 - 08:33 PM

"animated 36 frame 960x960"

That's probably it right there. Try deleting the resource. And replace it with an empty one of the same size and see what happens. Or if it gives an error make one that is like 1x1 and 36 frames.


Agreed. That is almost certainly the source of your problems...
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#12 sneekyllama

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Posted 07 October 2011 - 09:03 PM

I would recommend;
-breaking that up into smaller parts for the animation OR
-externally load the graphics, use it when needed, discard when your done with it OR
-replace with something else that might work

Is it for an animated main menu background? Or a startup movie?
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#13 Taizen Chisou

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Posted 07 October 2011 - 09:24 PM

It's my laser graphic :<

I use the unregistered version, which disallows the use of image_angle (which I find thoroughly retarded by the way)

So I have a laser that is 480px long, that has 36 images to allow for different directions.
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#14 Nocturne

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Posted 07 October 2011 - 09:39 PM

Gm8.1 unregistered. It has image_angle...
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#15 Taizen Chisou

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Posted 07 October 2011 - 09:52 PM

Oh, since when?

That's not fair >//<

I'll upgrade. I guess.
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#16 Nocturne

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Posted 07 October 2011 - 10:07 PM

Check out the list here:

http://www.yoyogames...memaker/windows

It tells you what it has and has not. Realise that 8.1 Lite has a watermark on all games created. It is small and can be positioned wherever you wish, but it's there and this has put more than one off of using it.
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#17 Taizen Chisou

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Posted 08 October 2011 - 12:00 AM

Well, I didn't upgrade, but I instead scaled down the sprite, wrote it in the code for the game to scale the sprites up when they're on the screen, and wrote a different point that would draw a second laser where the first one ends to make up for lost distance.

The "Memory" label on the bottom of the sprite editor box went down from 132 MB to 33 MB.
I still feel dumb not thinking much about that :<
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#18 theALCH3MIST

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Posted 26 December 2011 - 10:43 AM

GM does indeed gobble a great deal of memory when it comes to sprites. The Maze suffered from the same problem until I split up the file and loaded it part-by-part over the course of the game, distributing the lag.
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#19 DZiW

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Posted 27 December 2011 - 01:45 PM

Dunno who compiled the features list, but IMO it was rather silly to scatter enabled and disabled opts like that. Why not just list all the enabled features followed by disabled ones? It must be another profound marketing secret.

IMO the main problem is GM EXE is still not compiled, but encapsulated. Slow and bulky.
Yet hopefully they speculate about some progress)

W7 takes 1GB+ for 'doing nothing' ?! Man, you're uberfunny))
When the system is loaded it's already working hard, mind you.

Edited by DZiW, 27 December 2011 - 01:47 PM.

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