file sizes and other limits

What is the file size limit for the main aslx file, and are there limits on the number of objects it can contain? Mostly before it becomes unwieldy, might not load, might lag when played, and so on.

Also, if images are included, what's the byte size limit and the number of included images limit?

(I.E - if I make a game with 1500 or more rooms, several thousand other objects, and include images for them all, will it work? and can I host it on the servers here?)


Probably you won't have any performance issues in terms of the programming/coding (unless you got a really really bad code: really poor/bad recursion usage for example: M^N, M >= 2, N >= 2) for both online and offline.

online does unfortunately have a size limit (due to their servers in trying to handle the traffic/bandwidth --- this isn't amazon/google/etc or the "internet" world-hub data centers with billions/trillions of dollars of servers handling the 7 billion world population, lol). Programming (as I think you're a knowledgeable programmer) takes up very little space, even pages and pages of code is still probably not a single mB), however... pictures/etc-media do take up much more space...

offline... it probably depends on how big/many pictures/media there are to possibly effect performance.


as the programming/coding experts here keep trying to get my thick-slow-stupid-stubborn head/brain to understand (as I keep foolishing asking questions on performance in trying to better understand in the broad/general sense of it), performance is really only actually known/determined at the specific sense-level, aka actual measurement/reality (stop-watch time for programs or for the programming code parts itself: nanoseconds):

if you notice a performance issue, then you've got one, otherwise, you don't. (don't worry about performance/code efficiency, until you actually notice a performance issue when playing the game!)


I'm already noticing a bit of lag when adding exits via the gui, and I've got less than 50 rooms. When looking at the code view, everything is in one list, and there is (of course) only one file with everything stored in it.

Being used to games with hundreds of files, I'm starting to wonder how well the game is going to run past a certain number of objects.


Hmm... sorry I didn't address working in/with the GUI/Editor itself... this should have a much more performance hit, due to all the additional overhead it requires/has, being a GUI/Editor (the graphics it uses) and how it works in relations to all of your game objects/etc...

the game itself hopefully doesn't have the performance issues (unless you got lots of pics/media and/or large pics/media), and working in code directly, will never have any slow-down/performance issues, obviously, lol


To be honest, I think the Quest file can handle A LOT. The only time I notice lag is in two very specific places and that's because they have a lot of If scripts and variables crammed into one area; my western bookcase and the conversation with the Hannah character (so far). I think as long as you stretch out the code and don't overload a particular area, you should be fine with how much you can put into a game.

There are also websites that help reduce the quality of a picture for smaller file-sizes.

So far my entire file is about 4,300 --- which is mostly writing as each picture is between 200-500KB. Also, when you publish, your game is compressed. Uncompressed I'm at 5,098 and compressed is the 4,300KB.

So load it up as much as you can! I plan on going back soon and condensing the code even further and cleaning it up because I'm just getting the adventure started in the game. @_@

Anonynn.


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