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SunnyKatt

Member Since 11 Mar 2008
Offline Last Active Jan 12 2016 03:20 PM

Posts I've Made

In Topic: Surfaces, Memory Leak?

20 November 2013 - 01:14 PM

You have to manually delete surfaces when you are done with them.

 

Can you post a compact example that exhibits this problem?


In Topic: Please Fix The Texture Page Interface.

18 November 2013 - 12:39 PM

That's essentially building the texture page manually. If it's something we have to do, we will. It just seems really unintuitive that we have to go through all the extra work just to have external assets. :(


In Topic: Normal Compiler Or Yyc?

12 November 2013 - 12:45 PM

 

YYC is still extremely buggy. For example, it can successfully complete building my game, but then upon launching the game it fails to enter the game and just sits at max CPU usage, taking up increasing amounts of memory. Fun.

 

Anyway, it's much much faster. But, the drawback is that it's quite buggy now. If you can get your game to work properly in it, then use it. It's basically free performance at that point. 

 

Having a project that clearly shows a difference between the default runner and the YYC is the best way to actually solve bugs within the YYC. I hope the both of you are submitting bug reports.

 

 

 

I'm working on trying to narrow it down... currently our project is well over 10,000 lines of GML and I feel like submitting that in a bug report won't be very helpful to the people trying to fix it.


In Topic: Please Fix The Texture Page Interface.

10 November 2013 - 02:50 PM

So what do you suggest for games that load graphics externally? Surely you guys plan on being able to support large projects in GM that have to load external graphics for some reason. Is there a reasonable way around it that isn't too much slower?


In Topic: Please Fix The Texture Page Interface.

10 November 2013 - 04:45 AM

While we're on this topic I want to take the opportunity to nag russel for an ability to build texture pages during run-time in code.

 

I know, this is an expensive process and doesn't make sense for *most* projects.

 

However.. Our game externally loads most graphics, because we plan on adding mod support (This is using the master collection). These graphics are only loaded at game launch (via sprite_add) and aren't touched again.

 

We're basically forced to take a performance hit that could be avoided because all of our graphics are on separate texture pages. Even if it's really expensive, we would really appreciate the ability to organize them into texture pages when we load the sprites in bulk at the beginning of the game. Because it's in a load screen anyway at that point, we wouldn't mind the extra wait.