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  1. If you open your main project (the one where you’re seeing high RAM usage), does it IMMEDIATELY use 11 GB? If not, you should be able to narrow down the sequence of events — or things you need to open or edit — that lead to it.

  2. The last few releases of GMS2 can have memory leaks when using the drawing tools and adding layers to sprites in the built in image editor. They've been trying to patch it in each of the last few updates but I still have the same problem.

  3. Unless you're planning on installing your game on 15 year old PCs or 8/9 year old phones, 200MB is nothing. It depends what your game does. If you are using a few simple sprites, one or two sound files and that's about it, then you shouldn't be using much RAM at all.

  4. Is it normal for a Game Maker game to slowly increase memory usage the farther you get in it, even if you're not using any arrays or data structures or anything you explicitly have to clear after you're done using them?

  5. Jan 24, 2024 · Well, you can create Texture Groups for your game and then flush and pre-fetch the unused graphics from texture memory at the start of the room, meaning that only those graphics you are going to actually use are held in memory.

  6. Updated. Follow. If you are getting a size limit error when uploading to GX.games (or some other distributor), or your game takes a long time to download, follow the steps below to reduce your game's size.

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  8. Gamemaker actually scales down images that are larger than the specified texture page size anyway (I think the default is 2048x2048). Your best bet is to do as BBX suggested and scale the images, or build your objects out of multiple sprites.

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