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optimization

  1. Durgal

    Shaders GMS2 Shader Optimizations

    While working on importing my 1.4 project to 2.X I noticed what I can only assume is a HUGE optimization in the way shaders are processed. Let me show you the difference between how the shader looks in 1.4 versus 2.X You may have noticed that the inhabitants of the world in GMS2.X are...
  2. David Lorenz

    SOLVED Deactivating/Reactivating Layer Messes up its Objects' Draw Order

    Hello, everyone! I tried to search for a solution to this problem, but all I found are other people having the same problem. So, I have a deactivation/reactivation system that deactivate instances far from the player's view and reactivates when they are close enough. The problem is that...
  3. B

    Background and Sprite size

    Hello everyone. 1. I would appreciate the help, so stranded. Please can someone guide me through the following; How or what do I do to images imported as sprite, and loses quality? I need a 71 by 71 sprite for items, but when I edit on canva and import it as sprite, it loses quality so bad...
  4. I

    shorten my switch statement

    the weapons in my game all have different abilities like the speed of the bullets, if they bounce off walls, etc. Do i really have to set the variables for every single weapon type or is there a better way? im doing it like this: switch(sprite_index) { case(gun1): bulletspeed =...
  5. T

    Question about tilesets and texture pages.

    In order to define a tileset, you must first create a sprite reference for that tileset. Interestingly, you're able to assign separate texture groups for the tileset and sprite. So I had a thought- could I save space if I put the tileset on the main texture page and the sprite on another...
  6. David Lorenz

    SOLVED Instance Deactivation Optimization: Deal with room changing

    Hello, everyone! I have an open world filled of functional and decorative objects, so I optimized it by deactivating all instances in a certain layer and reactivating the ones inside the camera view. In an alarm that is initially run immediately and than every 30 frames, I do this...
  7. H

    Speeding up sprite load times

    Ok, here's the problem at the very start: loading my game and the sprites in it takes over half a minute, and that's not even all the sprites that are going to be in it. I'm prefetching everything since they all need to be on hand, and they're all pretty big. As far as I can tell, there is no...
  8. O

    GameMaker What optimization i need?

    I have a game that in the biggest stages has almost 140 objects inside the room. Is this the optimization I have to do? https://gamemaker.io/en/blog/forager-optimization-in-gamemaker In the tutorial quotes much larger numbers should I go the other way? Already have the off-screen disabled...
  9. T

    GameMaker Optimizing MASSIVE Single-map game

    Hello everyone. I'm making my first game in Game Maker, so I'm bound to make many mistakes. The process has been rough but me and my friend have worked hard. Anyway, the game is a platformer but on 1 massive map. The problem? THE LAG. It's bad. Really bad. If you don't have a high-end pc, good...
  10. VoxPrincipalis

    GameMaker Compiler Optimization

    Question about the compiler. If I were to write this chunk of code: var power = 16; var hp = power / 2; I know it can be more optimized with multiplication. var power = 16; var hp = power * 0.5; Which can be optimized even further with a bit shift. var power = 16; var hp = power >> 1; If I...
  11. David Lorenz

    GML Deactivation/activation of objects question.

    Hello, everyone! My current project has a single, quite large room that is filled of all sort of objects. I already did what I could to optimize it by avoiding unnecessarily performing checks and loops every frame, and it had a great positive impact. However, I would like to optimize further by...
  12. E

    Use extra time during frames

    I'm working on a multiplayer game that will need to do lots of syncing between clients and the host with regard to player inventories, stats, items, enemies and much more. I have made an effort to implement a system that reduces the amount of upkeep involved until these resources would affect a...
  13. C

    How to draw automatic particles free of texfilter setting?

    Hello, I am trying to draw automatic particles that render independent of the gpu_texfilter setting. For context, there are times I manually switch gpu_set_texfilter() on/off (such as while zooming). But I have a subset of particles (that are always on screen) that I'd like to constantly...
  14. Andrachie

    GameMaker Drawing Optimization

    So I have a bit of a hypothetical question regarding the optimization of the draw event. I've read in the GameMaker manual that it is best to avoid putting logic in the draw event since it is the most resource-intensive event. In response to this, I have been trying to avoid putting an IF...
  15. Erik Leppen

    Faster custom primitive functions - only 16 arguments supported

    I have a function to add a triangle to a vertex buffer... function vbuff2d_triangle_filled_xy (trianglelistvbuff, xy_xy_xy, color, alpha) { vertex_position(trianglelistvbuff, xy_xy_xy[0][0], xy_xy_xy[0][1]); vertex_color(trianglelistvbuff, color, alpha); vertex_position(trianglelistvbuff...
  16. Imperial

    Objects vs Structs Performance

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  17. P

    Real FPS lower on my PC than on other weaker ones

    Hey everyone, I've been watching my Real FPS while working on a prototype in its very early stages (2D platformer in one room), and my Real FPS is around 600fps average, and I've seen weaker PCs run it in the thousands, so what could be the cause here? Any advice regarding methods of...
  18. samspade

    Struct versus Array Performance

    When I first switched my steering behaviors from arrays to structs about a year ago, I noticed a major performance hit. However, I'm performance testing my steering behaviors now, and I see no difference in performance between structs and arrays on either VM or YYC (although obviously YYC...
  19. FoxyOfJungle

    Is it possible for lerp() to be faster?

    Is it possible for lerp() to be faster? Like, I can use lerp() directly, or just use its internal way: var value = a + (b - a) * t; Is there any difference? What do you think? Looking at the real FPS, I couldn't exactly distinguish if there is any difference...
  20. animated_ginger

    GameMaker Steam Multiplayer Hassles (Lag spikes / Stuttering)

    Hello! I hope all is going well for everyone! I've been bashing my head back and forth for the longest while now with trying to create a multiplayer game. So far, my game works and has functions like: Being able to see other players move, enemies spawning in and also moving around, but.... The...
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