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performance

  1. M

    [SOLVED] PER.FOR.MANCE. (or lack thereof)

    The game I'm developing is pretty resource-intensive: large bitmaps for sprites and backgrounds, 1080P resolution (well, it works for any 16:9, but the resources are keyed to that res), lots of sound, tons of particle effects and visual effects, and enemy, events, and NPC behaviour that result...
  2. G

    Legacy GM surface usage causes huge fps drop

    So I've decided I want to use shaders. I can either apply shader over each drawn object, or draw them all on surface and then apply shader on the surface. I've been through various surface tutorials and I don't think I'm doing something wrong, but it's really bothering me. As I keep regular...
  3. R

    Store large amounts of sprites,data,ect...(good performance ?)

    So I want to store everything in a 2dimensional array. I'm talking about 200swords, 100sets, 20hairstyles, all items, all the stats of those items. Before I actually start it I want to make sure if this is the "right" way to store large amounts of data for an rpg or should I just use 1d arrays...
  4. G

    Legacy GM Performance in large rooms

    I want to create a large room where I can manually place objects where I want them, then unload every object that isn't around the current view location. As the view moves, the objects would then be loaded and unloaded appropriately to increase performance. My question is does having a large...
  5. T

    Quick Optimization Question

    Hey, everyone! Quick question for those who are more knowledgeable/experienced. Is there a performance hit for calling a script rather than just running a given block of code in-line? I have found, in the course of working on my first game, that it is MUCH easier for me to keep code organized...
  6. L

    GML I figured out how to have huge room sizes and no FPS drop.

    Titled says it. of coarse u can check if an object is in view, and you can even loop through all Ur objects or tiles. But things become problematic when you start increasing your room size. it'll be loooots of checking if ur room is 10,000x10,000. well i figured out how to check for only the...
  7. Ito

    Discussion [FIXED] Low fps unless GM:S is running too

    EDIT: Problem fixed thanks to Jarmar Games, just changed the sleep margin (game options, windows) from 1 to 10. ----- Hello! Recently, I've imported my project from GM:S to GMS2. The process was a breeze and replacing the compatibility scripts didn't take long. However, I've noticed a very...
  8. A

    Does PNG file size affect performance?

    I just bought Affinity Designer for Windows to make my game art, but I also have access to Adobe Illustrator. So i did small test. I exported a simple 256 x 128 oval with a gradient (32bit png, Affinity Designer), that became 23.2kb, same thing from Adobe Illustrator is only 2.80kb. I also...
  9. RAZZULLIX

    [Solved]Performance drops due to very high numbers of custom characters at once

    Hello there! I'm Andrea and I'm working on a new engine for some games I have in mind. This engine can now only handle creating characters that simply walk around aimlessly. The important thing about it is that every character is customisable in every body part in both shape (via sprites) and...
  10. H

    Drawing faster

    Hey there, I'm programming a game only with draw_line, draw_circle,... functions. The problem: so much draw calls are bad for the performance. Is there a solution to combine all calls, that it would be faster?
  11. RyanC

    Android application_surface_enable(false) Has No Performance Increase

    Hi everyone, I've been trying to get my game to run faster on Android so I've disabled the application surface but this appears to have no effect. Global Game Settings.> Android: Interpolate between pixels (true) 16 bit (true) Keep aspect ratio (true) application_surface_enable(false) in...
  12. P

    Some questions about collisions

    Hi folks, new guy here. I've been toying around with gamemaker for a long time, but never bothered using the forums. Now I've come to a point where I need to understand how some things work on the inside. Specifically, collisions, to properly optimize them. I've read many times that its better...
  13. P

    Legacy GM Using a single particle system for all emitting objects

    I'm having several spots (let's say obj_spot) that I will emitt particles from. Like a floating ball of a certain color. This color property is called "color" within these objects. They will vary, that's the point. I would really like to write one code (in ex. obj_particle_handler) that...
  14. Jezla

    HTML5 Physics particles affecting performance

    My game uses the physics system, and in some levels I create physics particles to represent lava. I've had no problems with performance for builds on the windows target, but when I test the HTML export, I get a terrible performance hit when I test the levels with the physics particles. I think...
  15. xDGameStudios

    Legacy GM [QUESTION] Objects vs Disabled Object + Tiles

    It is a known fact that using tiles is better than using objects, but tiles can't contain as much information as objects. So I wanted to know if anyone has tried or knows the answer to this performance related question. I'm making a Tactical RPG in GameMaker, and I need terrain information so I...
  16. M

    Collision Line vs Collision object performance++

    Hi. Not quite sure if this question has been already asked, but i would like to know: Which is the best way to use collision with ground, in order to have the best performance? Using many collision lines, or many stretched invisible objects? Or is there a better way to win performance?
  17. R

    Windows PERFORMANCE: Keyboard/Mouse-Events VS. Input-Checks in STEP.

    So recently i tried to implement alternative input devices besides my usual keyboard/mouse controls. One of the issues was a huge fps-drop (1200 fps to 18 fps) due to a bug or peculiarity with the joystick functions. I talked with some people in another thread about this. Now another thing that...
  18. P

    Extra Galactic Performance Test

    Hey everyone, I've been working on a game called Extra Galactic for quite a while now, it's still far from completion but I've created the main engine of the game. I want to know how the game runs on different computers so I'm putting a mini game demo on here for you to test. If you have the...
  19. Z

    Legacy GM Sprite_index VS Image_index

    Hi, so for some time now ive been wondering about this, which is better to use for static images like on the HUD or just some object in the room, 1 sprite with 100 images or 100 sprites with 1 image? ive heard that its better to use sprites with single image.
  20. M

    Legacy GM Performance Issues in Title Screen

    Hey there, i have some performance issues, and i really don't know why. It's just a Title Screen with a Menu. I know that drawing costs a lot, but it's just a Title Screen! This also happens in the Game itself but that's probably my code, i guess. It fluctuates between 2000 and 70 fps. It...
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