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Clickteam fusion 2.5 platform movement object
Clickteam fusion 2.5 platform movement object





clickteam fusion 2.5 platform movement object

It’s easy to forget how many objects are created with an event, eg.

clickteam fusion 2.5 platform movement object

The more objects you have, the more memory that will take.

  • You can only have 20,000 on-screen objects at one time.
  • This will be a case by case scenario that you might just have to test. At some point there might be a trade off though for how many objects you have offscreen, because each object uses up memory. You would create the necessary number of particles at the start of the level, and then when you need to use them, you move their position to use them, instead of creating new particle objects.Īny time you are creating objects or particles at run time, especially lots of objects, consider if it might not be better to pre-create them at the start of the level off-screen to use them later. For example, say you wish to create a fireworks particle effect. The bigger the objects, the more memory you use.Ī very good solution is to create a pool of the objects that you wish to reuse. The more objects you create at one time, the more memory you are using up. Creating objects at run time is a big one that uses a lot of memory. In my experience, Active Objects and graphics are usually the biggest cause of slow Fusion games. Object Creation vs Having a Pool of Objects What we want to do is limit how much the computer has to do every frame, every second, which in turn will speed up your game.

    clickteam fusion 2.5 platform movement object

    That means your game will attempt to process everything you’ve told it to do, 60 times per second. When your game runs, it is set to run at a consistent frame rate, eg 60 frames per second, or 60fps. There are a few key areas that will affect this more than others: To optimise your game means to make sure it runs at it’s best, possible performance. Understanding Optimisationīefore reading this article it helps to understand what we mean when we use the word “optimise”. Take this as a, “If you need it, it’s here” sort of guide. For something like a puzzle game, there should likely be no problems. This is most likely to occur in mobile games that have lots of onscreen action and object creation. These are simply ways that you can make a game run faster if you are experiencing performance issues. NOTE: You do not have to do all of these things in each project in Fusion.







    Clickteam fusion 2.5 platform movement object