Jump to content


Znyx

Member Since 15 Oct 2007
Offline Last Active Mar 22 2012 09:43 PM

Topics I've Started

View port scale bug?

19 February 2012 - 12:19 PM

Hey.
Today i added rocks to my game, im using the draw_sprite_part() to draw them and im getting some graphical issues...
Im scaling the view port 2x. 250x250 pixels is scaled to 500x500 but i get this:
Posted Image

But when i set the viewport to 501 it dissapers:(The left one is 501x501 and the right is 500x500)
Posted Image

Bug in GM?

Group of objects rotating

14 January 2012 - 01:20 PM

Hi, i have a group of multiple objects that i need to rotate around the same spot but i cant get it to work as i want it to:

Heres a pic of what i mean, the squares should rotate around the red dot:
Posted Image

And heres a .gm81 of what i have so far:
Test

Activating objects/region

30 December 2011 - 11:22 AM

I hope this is the right forum...

Anyways im making an game with randomly generated worlds and i found out when i generate very large worlds(24.500x24.500 pixels) i get ALOT of fps drop when i play(The larger the room, the larger the fps drop!). First i thought it was a flaw in my engine itself but after like an hour of testing/experimenting if found out the thief of the fps drop was unexpectingly the instance_activate_object() and instance_activate_region().

Im using an alarm to every secound activate the instances so every sec my fps drops below 30 which in turn is a really "choppy" gameplay lol.
When i increase the alarm to say 10 sec i get the fps drop once each 10 sec so it has to be that function that is slow...

Tile visible in only 1 view

23 December 2011 - 11:36 PM

Hi, im making an rpg game and for my worldmap im using a tile. Im using this code to get a "local" view of the map:
tile_set_region(global._map1,round(obj_player1.x/32)-66,round(obj_player1.y/32)-66,112,112)
Now the problem is that i want the tile to only be visible in 1 of my 3 views(The hud object).
Here is 2 screenshot of my game:
This is looking normal
Image1
And this is how it looks when i walk to x=400 and y=500
Image2
I dont want it to be shown on the ground like that.

[SOLVED]Extreme memory usage

11 December 2011 - 02:17 PM

In my randomly generated room i have around like idk...12.800 32x32 tiles and the game memory usage is like 1,2GB
The game itself runs with 480+ fps cause i use "Chunks" to hide the unseen tiles.

  1. Does tiles use less memory than objects?
  2. Is every 12.800 pieces of tile saved in the memory?
  3. Why do the tiles still take up same amount of memory when the layer(s) are hidden?
  4. Do you think its better for me to dump the tiles and use objects instead?(Deactivating them when not seen)
  4a. Does deactivated objects use memory?


EDIT: NVM, found out it wasent the tiles, but it the ds_grid(Which covered the whole room(20.000x10.000)) who was the memory thief