light dasher
Cacee gaming
I don't bother with Collision scripts unless im making a 360 engine/game, I just use masks
Collision isn't the problem, how the player deals with them is :Plight dasher said:I don't bother with Collision scripts unless im making a 360 engine/game, I just use masks
Garbage collector :P That's what all new scripting languages do, there's no delete function anymore, the memory leak happens, then every certain amount of time a garbage collector is run to get rid of it. Yep, that's how languages work these days.FoxBlitzz said:Game Maker also has poor resource management and in some cases actually has memory leaks (in object creation (!!))
If I'm not wrong, doesn't Game Maker make local variables available to all kind of objects, even if only one of them uses it? Not to mention they're variable type. In Visual Basic, such a variable takes up at least 133 bytes - yes, even to store a value that could fit perfectly in a single byte. Fixed types FTW :DFoxBlitzz said:Actually, no. I actually saw a memory leak in a Game Maker game once. As more player objects were created and destroyed there was a steady increase in memory - from the base 100MB (!!) up to 150MB (!!!) before freezing entirely, after which memory usage began to skyrocket at 4MB consumption per second. For your information this game is Karoshi 2.0 and the "population" custom level will cause this after you play it six or seven times. Really, there's no excuse for this kind of problem. Add that to the fact that Game Maker never removes resources from memory and you have the worst management in a game engine ever.
I never mentioned Windows. Moreover, several of those engines are cross-platform. And that isn't an excuse because those projects have dedicated code for each supported platform. They just want to offer everything the hardware can give, which is OK, but they do it at the expense of making it all always available, so even if you don't need them, the engine will be using them. And that slows down things a lot, not to mention the extra memory consumption and the lower hardware compatibility.FoxBlitzz said:As an FYI, don't simply pin blame on Windows - properly coded engines actually remove resources that are no longer needed. Click products have been able to do this from the start (yes, Klik & Play) - they do so upon map change. That's why I still consider MMF2 acceptable to use even though it has slow code interpretation and its software renderer isn't all that fast.
New API or old API? Because both me and Tails92 stopped using Allegro due to the stupid API change.FoxBlitzz said:This is why I use C with the Allegro libraries now.
It looks like SRB1. What more do you want people to say? Even with Jamie's incredible scrolling hack, there really isn't that much you can do with Klik and Play that's really going to come close to a real Sonic game engine.Triangle Trumper said:Like criticise it, in the way that you would criticise an SRB2 level. I have a beta with a whole new zone ready, but there's no point in releasing it until I know what to fix.
Mystic said:It looks like SRB1. What more do you want people to say? Even with Jamie's incredible scrolling hack, there really isn't that much you can do with Klik and Play that's really going to come close to a real Sonic game engine.Triangle Trumper said:Like criticise it, in the way that you would criticise an SRB2 level. I have a beta with a whole new zone ready, but there's no point in releasing it until I know what to fix.