Sorry if this has already been posted, I'm not sure if my thread got deleted or not due to the gifs of my game I included in it (external links).
Essentially, I have a state machine that changes from playerStateFree (free movement) to playerStateHide (stationary). Whenever I press any movement...
Help me clear something up, I am using a script to find the nearest object, However I noticed when called it does a DS_grid_create.
now usually this may not cause an Issue but im calling the thing ALOT!
I take it that this thing firing off every frame is NOT good!?
its not major...
I'm using http_request for account logins from GMS2 and http_get to poll my SQL database for character locations, equipped items, etc. The database gets http_get'ed every alarm = 30 ( twice a second ). I've adjusted this to once per second but noticed that my RAM gets utterly pummeled this...
Figured out the issue: There was an improper balance of alpha drawing.
For the longest time, the basic surface I've been drawing too worked without a hitch. Then suddenly, after I changed some completely unrelated code to the surface code, it breaks.
It only properly displays when a specific...
My game was experiencing a memory leak recently and by removing all other objects and code, I've narrowed the problem down to this:
//draw nmbv with 3 digits, adding 0 to front if number < 100
sbno = nmbv;
if string_length(string(sbno)) < 3
Is it normal that game maker consume memory on first time collision execution for each image? For example I have a sprite with certain number of images and with separate collision masks option ticked. Now when i run the project it stores the collision masks of all the images in the memory let's...
So basically I have a memory leak, 20% + when drawing my HUDS.
Just a simple code in DRAW EVENT:
draw_sprite(healthbar2, PlayerWorld.hp, view_xview +50, view_yview+30);
However, when I run game I am averaging about 20% + memory used.
My project folder is currently at 12.2 MB of data for a new game idea I'm tinkering with / using to learn Studio 2. When I first launch Studio 2 I'm noticing that it only consumes about 150MB of memory. Opening my project bumps it up to around 193 MB. So imagine my surprise when I was trying...
Aloha snackbar, fellow GManiacs.
I've got a few questions about carbage collection and data flushing. I am aware that user-made data structures must be deleted manually, which I am currently doing, but I'm facing some problems. We've made a procedural generation that generates creates new rooms...
hello, help please. i'm having troubles with the change of rooms and i have a memory leak every time that i do. in my test, i go through the rooms when i release the key A.
i'm trying with this simple code and i can't find why the memory leak.
Is there some way of using the debugger to keep track of memory? I would need some way to catch memory leaks when using data sctructures or the 3D audio engine, changing or restarting rooms, etc.
I want to ask.
I have a strong memory leak when unloading and re-loading the audio group (for example, when you restart the level). Now I do not unload audio group, so as not to crash the game.
I wrote earlier in the bug-report, something my request went deep in the bottom, and...
I have been working on this game for sometime now and after implementing blood and gore i get an out of memory error message when i go to my main room in my game that i implemented blood and gore on. I do not want to get rid of the blood system. I have about 13 sprites and 13 objects and 2...