I trying to implement some shockwave effects into my project (https://marketplace.yoyogames.com/assets/5696/shockwave)
I've noticed something when running the example in GM:S while the task manager runs in the background: The more shockwaves I make, the higher the RAM usage of the example...
I have an inventory object that displays player stats through Draw GUI Event, and also edits player stats if any items are equipped or unequipped in the Step Event. I only activate code that changes stats if the equipped items changes. I don't use any lists or arrays, I just use one single...
I have an inventory set up, using a ds_grid. The inventory is displayed on screen, showing values by getting them from that grid, using ds_grid_get.
I've ran my game on debug mode and noticed that overtime, my memory usage goes up. Profiling my objects led me to specifically my inventory...
Before you automatically think "memory leak", I've checked. I ran my game and sat and stared at my Task Manager for quite some time, watching for changes in RAM usage, Graphics usage, and CPU usage. Nothing changes or spikes over time.
Also, when I run the game in debug mode, it doesn't seem to...
Everywhere I read, I see that not destroying DS_Grids and lists causes a memory leak that slows and eventually stops your game after a while. How do I use a ds_grid, which is populated with my inventory information, without causing a memory leak? I need to keep the grid active, because the grid...
I've noticed a pretty bad memory leak that affects all GMS2 projects, just wanted to get some clarification here on if it is a bug or not before I file a bug report.
Whenever I resize the game window, the memory goes up by 3MB or so and never reclaims it. If I minimize the window, the same...
I created a simple explode script for converting strings into arrays. and I noticed in my draw event its causing a memory leak. im not sure what im doing wrong, can someone help me out.
heres my explode script
///explode(input_string,cut_symbol);
var stri = argument[0]; //input string
var ret...
Ok... This might seem arbitrary.
I've done a bit of research and my question is a little convoluted.
I'm used to writing games in other languages and even in GMS I create my own particle systems with 2d and 1d arrays holding the data as I feel I have more control over it and frankly I'm used...
Whenever I restart a room, my game's memory goes up by about 1-2 KB and never goes back down. If I reset it a bunch of times in a row, it'll go way up. After disabling a lot of my code it turns out that it was my camera code causing it, I guess it's not destroying the camera when the room ends...
Believe it or not, I actually managed to add a spatial hashmap (using global ds_lists), and it actually works perfectly!
...almost. There seems to be a pretty bad memory leak whenever my player object reads through the lists.
Here's how it works:
Cells in the hashmap are just very large tiles...
If I create a stack as a local variable:
var stack = ds_stack_create()
Do I still have to destroy it with ds_stack_destroy(stack)? What if i use it in a script and then return it? How can i destroy it after I return it in the script as anything after the return will not execute?
....
return...
I have started a new project and in debug mode I appear to be accumulating memory over time even when there is no action being performed in the game. I'm utilizing several surfaces in the game that are updated every frame using surface_free() and then recreating the surface with...
My code has a game room, and one of the objects in it has two ds_lists.
In order to avoid memory leaks (correct me if I'm wrong), I'm deleting the lists when the room is left.
To avoid memory leaks, do I also have to delete these lists when I call room_restart and game_restart? Thanks.
The manual recommends destroying Particle Systems when not in use as to avoid a memory leak, I gather in case different objects keep making unique systems and they pile up in memory.
I was just wondering, if I store the particle system, particle type and emitter in global variables that all...
So basically I have a memory leak, 20% + when drawing my HUDS.
Just a simple code in DRAW EVENT:
draw_set_color(c_white);
draw_set_font(1);
draw_sprite(healthbar2, PlayerWorld.hp, view_xview[0] +50, view_yview[0]+30);
However, when I run game I am averaging about 20% + memory used.
Any...
I've been facing this issue for a long time in my game and it's about time I asked for some help.
It's a bullet hell game that has A LOT of particles in it since I like the effect of lasting debris when an enemy is destroyed. I'm pushing the limits of how much particles I can have around...
Hello. I am new in development in GMS. I started a project of card game, but here's a problem i cant solve.
I got a big memory leak when i select one of cards in my game. FPS go from 60 to 1-2, and memory using start to increase (plus 20-30 Kb per second).
Here's a code. I am sure there is a...
Hey gmc, Ive been having some lag issues in my game with vsync turned on (turning it off creates lots of tearing in the game, but it runs alot smoother with only a little lag) And i think it might be the priority queues i have set up in each enemy object to search for the player. Im sure its...
I'm making a level creator game (think Zelda Maker). Every time I deactivate all instances, and load only the ones in the region, for some reason it must not be deactivating them completely because the memory keeps piling on top of itself. I use one large map and deactivate objects when I exit a...
hey guys, i would be grateful if anyone could help me with this, whenever i use the surface_save function the memory use for the project shown in the debug module shoots up and doesnt drop back down? The more times i use the function the more memory the program takes? Im using an empty project...