I was just wondering what's the most amount of objects everyone has in their games, and how much code, or events.
I just counted in my Zombies Now game, the first level has 215 objects, which is everything, active objects, backgrounds and counters etc. It has 905 lines in the event editor, and some objects have their own code in their behaviors. This is just in the first level.
The engine for Noir is pushing 350 events, that's with only 1 enemy routine. Figure another 100 - 150 for all the AI so about 500 events, in the engine. I've been keeping my active objects down because I'm developing it in TGF but I've been doing a damned good job so far, although I may need to switch over to MMF because one of the levels I'm planning is going to be HUGE, and I'm going to run out of active objects quick. But the level is going to be SICK, and extremely difficult. You all are going to hate me.
Craps, I'm an old man!
Pete Nattress Cheesy Bits img src/uploads/sccheesegif
Terminal Orbit has 969 events in the main game alone, excluding the level editor, menu system, and the few thousand lines of code in the extensions that go with it. There are about 250 unique objects (250 along the top of the event editor).
Who cares about event counts when you can have efficiency None of my games have had more than 250 lines, but then again I haven't made an RTS. (Or have I? ) However, my MagicDeque extension source code is over 300kb - that's around 5000 lines, and 1000 of those had to be rewritten when I lost the original source code So don't lose your work, although the newer version was much better IMO.
One of my games ultimately crashed because I had reached MMF 1.2's object limit, which is why I bought MMF 1.5. The frame that crashed my game into unworkability was a battle frame that was to work globally throughout an RPG.
Number of events - 757
Number of objects - 288 (as counted by an implemented counter to track all number of objects)
This was only with three of the 7 or 8 characters meant to be included in the global RPG battle engine, and it had not included any monsters yet.
Upon getting MMF 1.5, I decided to rebuild the same battle engine from scratch, only compressing objects into general animations (knowing it wouldn't bring quite the same WOW effects as would delivering them as individual objects). This time nothing would stop me except for the limits of my imagination and creativity. Well, I works and worked and worked and added all the characters in until I couldn't think of any new techniques for the characters I don't normally have on my mind. I had written all of the techniques down in a TXT file for when I needed to look back on them.
Once again, this did not include any of the monster/enemy codes, and not all of the characters and fancy techniques had been implemented completely.
global battle frames are extremely difficult to do with Click Products. You'd end up having to include every enemy, every attack/magic particle/object,and events for ever object.It'd be much easier to just make one battle frame per dungeon plus the boss frames.
I like to keep my games simple so i never need tons of events
i think Tops 3 had around 160 events per level, most of them copied from level to level.
and about 100-200 objects.
lost island dizzy was about the same i pushed the object limit a bit though i think there was 240 objects in total and around 200 events
the main game was all in one frame.
Not that I'm a bad coder or anything. I'm sure that there might be a better, less code way to do all that I've done. Or maybe not, because when you're coding in 15 or more different characters for a global engine that handles 7+ techniques with varying amounts of effects to them... it kind of gets chunky.
And no, I'm not trying to be boastful or brag about the stuff I've worked on. I'm actually not working on my game at the moment. I chose that before I work on anymore game design that I'd finish up my long... gah... novel... first. ><
CRUSH!!
Pete Nattress Cheesy Bits img src/uploads/sccheesegif
Registered 23/09/2002
Points 4811
2nd February, 2004 at 10:49:02 -
shab: too much.
the problem with click products is that there's so many ways to code pretty much anything... so finding the most effecient way can be a challenge. espescially if you code 100 lines of stuff as a newbie and go back to it later and realize you could have done it in about 10 (me).
Same here pete. I will think for somtimes hours on how to code a certain thing, even though I can think of tons of easy ways to do it, I always want to do it none or minimum ammount of extra objects to complete the task (Like extra counters or invisable objects).
We are the music makers, we are the dreamers of dreams...
i bet if some of you guys checked how many of the same event ('always'...'start of level', etc) you had, you'd be able to cut at least 10 off to start with
Edited by the Author.
"Say you're hanging from a huge cliff at the top of mt. everest and a guy comes along and says he'll save you, and proceeds to throw religious pamphlets at you while simultaniously giving a sermon." - Dustin G
Nah. I make sure I keep track of that one "Start of Frame" event.
The only times I could think of which I might have duplicate events would be if I had groups of activated and deactivated events of different points of the game.
CRUSH!!
Pete Nattress Cheesy Bits img src/uploads/sccheesegif
Registered 23/09/2002
Points 4811
2nd February, 2004 at 15:37:58 -
kris: yeah, but it's sometimes easier to have one always event per group, just for neatness' sake and easy editing. and obviously sometime you need the always events to just function when the group is active.
does MMF process always events simultaneously? or does it process them as it moves down the list?
It processes them as it goes down the list; so it's necessary sometimes for more than one always event, so the objects are changed in the right order. usw.
I don't use just one always event. If I did that then the code would not be organized. Don't get to obsessed with effeciency guys. You will never be able to tell the difference between using one always event and 10.
Also as Shen said, you can do certain things by using more than one always event that would be hard to do otherwise.
Edited by the Author.
99 percent chance that the above post is 100 percent correct.
Mr Coffee is right, one or ten always events is not going to make any noticable difference.
If you go to the events list editor MMF reads the events like there: Top to bottom. Top action first to last action. It's very useful to check there when running fastloops because often the placing of the loop action can affect how it all works.
95% of Terminal Orbit's code is necessary most of it is getting around the fact you cannot create an object from an expression, so an event is needed for every object created.
If it is a very complex game and alot of stuff is going on, then yes it does matter between 10 undeeded always and 1 needed always. I have a way I organize my events, at the very top I have Start of Frame (Cause its the start! ) and then right under that is ALWAYS. Then after that its groups of events for every thing coded, then after that is the EVERY '10' miliseconds type of events.
Only thing that drives me completly insane is the order of the objects in the event editor, if you have alot of objects and say you want to edit 2 simular ones, well one could be wayyyy freakin on the right side, and the other on the very left. Theres no way to organize these exept to drag them yourself, wich is a pain since it takes forever and you cant drag more then one. It helps to zoom all the way out and then move them, but you still can only get them so far.
We are the music makers, we are the dreamers of dreams...