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performance

  1. T

    GML Deactivating instances of a specific object once out of view

    Hi. I've been working on a new project that's much larger in scope than my previous one. I'm currently working on a seaside town with lots of trees and buildings (with a very large room size), and GameMaker doesn't really like it when you need to process hundreds of instances on every frame, so...
  2. AIO1

    GameMaker Improving my Alchemy like game

    Hello! I have already made and Alchemy like game known as Coniucta and I wanted to improve it. The game is developed for Android (and I will possibly released it to iOS / PC too). I want to improve the art style so it looks more modern (any suggestions are welcome). Currently the game is set...
  3. O

    GML Performance issue

    Hello, currently I use an object containing in its event create about 60 functions of this kind. By creating 47 instances of this object my performance becomes super low, while there are only 47 instances. Example of functions : Example of use : I wonder if declaring my functions in the...
  4. S

    Linux low utilization on raspberry pi

    I am trying to run a basic pong game on a raspberry pi 4B running twister OS. It seems to be running slower than it should (input lag, jumps in game speed) but CPU and ram utilization are both under 10%. Is there something preventing the exported game from using the available resources?
  5. Gonix

    Question - IDE IDE Performance

    I'm having heavy performance issues with the IDE of GMS2. Framerate on IDE is really low, and every time I build the game for preview with F5 or quit the preview, the IDE goes "not responding" for few secs, and performance in game preview are terrible, but when i build executable and start it...
  6. FoxyOfJungle

    When should I use gml_pragma("forceinline")?

    Hello! I was looking at a certain project and I saw that in some functions there was a gml_pragma("forceinline"). According to the manual: At what times exactly could I use this to gain performance? Like: surfaces, draw_* functions, math, loops (repeat, for...), matrix changes...? What...
  7. FoxyOfJungle

    Can many batch breaks slow down the game considerably?

    Hi! Well, let's say I use multiple shaders for various things. Even though the shaders are very simple, they break at least 1 batch. Does this make the game too slow? Even though the shader is simple and doesn't require much from the GPU?? Example: Note: I'm not super familiar with batch...
  8. 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...
  9. J

    SOLVED How to store Sprite in variable? best way??

    Hello everyone, I'm new to GameMaker (not programming) and I would appreciate advice for how and where to save sprites definition for use. Right now I have them in an global variable like this: #macro DIRECTION_UP 0 #macro DIRECTION_DOWN 1 #macro DIRECTION_LEFT 2...
  10. Frykaeshi Master

    Does using get functions every step decrease performance?

    Checking get functions every step: if (surface_get_width(shad_surf) != _cameraW) | (surface_get_height(shad_surf) != _cameraH) {} Or creating two non local variables and checking/updating them every step: if (cameraPrevW != _cameraW) | (cameraPrevH != _cameraH) {} cameraPrevW = _cameraW...
  11. flyinian

    SOLVED Assign object to variable or not to assign to variable?

    Would assigning an object that is used often to a variable of any kind be faster than referencing it's full name? I understand that each time the object is referenced somewhere, it has to be looked up first. If this is faster, would it be good practice to assign the object to a variable? If...
  12. flyinian

    SOLVED Question about performance/other using instances in a room.

    Is there any difference between using an object w/ code and placing it into a room multiple times vs. using said before mentioned object and making a child for it and placing the child into a room multiple times? Would both methods result in the same? As in performance wise and anything...
  13. S

    How to draw dynamic tile-based background?

    I have a room divided into lots (1000+) of square tiles, the tiles can be things like grass or dirt. The tiles are dynamic because if I have an explosion or something of the sort the grass tiles become dirt tiles. How can I draw these tiles while maximizing performance?
  14. H

    GML Trying to improve the performance of drawing Isometric tiles

    Hello! I am very new with gml. I am trying to create an Isometric world with the use of a ds_grid. But if I try to create a very big room that is filled with isometric tiles I get major performance issues. Since I am very new with gml I don't know all the options to increase performance of...
  15. M

    Lag from too many instances with for loops

    I've searched high and low but can't seem to find how performance heavy FOR LOOPS are. I have an object that runs a for loop with no issue, but as soon as I create 10+ instances of the same object, the FPS drops below 60fps. The more instances on screen, the lower the FPS - all the way down to...
  16. mbeytekin

    Still high CPU usage nightmare persists.

    High CPU usage persists even in a still blank project. Isn't there really a solution to this? I am in a very difficult situation because most of our users complain about it on Steam. That's why there are refunds. Please I urgently need help with this. I tried to research everything related to...
  17. C

    High range of depths vs small range depth

    Does anyone know if there is a difference in performance for using a high amount of depth layers vs a low amount. Say I have 3 layers, a foreground, middleground and background. I can set these layers to depth value: -10 0 10 or I can set them to: -1 0 1 Is there any difference in these...
  18. 1peck

    GML Collision: One object to handle map collsion using tiles layer.

    GM Version: Studio 2+ Target Platform: Windows Download: see link below Links: see link below Summary: Build an object from tile layer to handle map collision Tutorial: Hello, First time I m doing a tutorial (and english is not my primary language) so sorry in advance! Pro: - Spend less time...
  19. flyinian

    SOLVED Difference in Performance between the given examples.?

    var aa, bb, cc, dd, ee, ff,....; aa = abc1 >= abc2; bb = abc3 >= abc4; cc = abc5 >= abc6; dd = abc7 >= abc8; ee = abc9 >= abc10; ff = abc11 >= abc12; ... if(aa && bb && cc && dd && ee && ff && ...) { //code }; VS. // Create Event aa = abc1 >= abc2; bb = abc3 >= abc4; cc = abc5 >= abc6; dd =...
  20. M

    Performance questions. Strange behaviour?

    Hi guys, I'm creating a mobile game. It's NOT pixelart so I require a high res output. For some reason performance on both my Mac and my Android device (Samsung A50) has been less than great, so I decided to do some experimentation. Here is what I found, and I'm wondering if you guys see the...
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