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Purebasic sprite maximum size
Purebasic sprite maximum size












PUREBASIC SPRITE MAXIMUM SIZE HOW TO

I used to use many smaller source code files, but when I had errors, the DarkBasic compiler didn't produce the correct line when my error was.įor example if I had 10 smaller files with 1000 lines each and I had some error in line 5 in the 3rd file, the compiler told you have error in line 3005, but the error wasn't in line 3005 but in line 5 of the third file.Īnd if your source code files wasn't fixed lines as 1000 or 2000 and you had 50 small files and the random lines of codeĪnd you have somewere in your 4th file some error and your compiler told you you have error in line 55320, but your 4th file have only 230 line, how to find your error? And i think, there shouldīe never one big file with so many lines of code. But that is no problem,īecause you can split code into several includefiles.

purebasic sprite maximum size

The only thing i have read about this is, that there could be problems, whenĪ single file gets bigger then 10k lines of code. there is no limit of lines for code in PB. You will getĪ unique number of the object you have created. #PB_Any is a replacemend of that internal array. If you use constants to access an object, it is stored inside of an array.Īnd it makes no sense, to dim an array of 1.000.000, if you only useġ.000 of that. The limit you really reached is the limit of the internal indices. You can load unlimited number of objects. Is time to test all PureBasic Limits now. Look what I have created in DarkBasic and I would like to create the same here: How was your biggest program? 10000 lines of code? 100000 lines of code? or even more than 300000 lines of code, strange things happens here, really what are the source code limits, not in the demo, in demo I know is 800 lines, what are the limits of the licensed(complete) version of Pure basic, because I am planning to crash it and test all the limits. So this is and the future request for the next version 4.60, it sounds crazy, but with DarkBasic was happened. I colored each of the digits with specific color to show you, that there are cases, that all of these 10.000.000 million of sprites are needed. (DarkBasic have 11.000.000)ġ=wall category, 01-99=wallset or wall graphic (Brick, Marble, Forest, Dungeons etc), 01-99=wall object as lever on the wall, or button on the wall, or keylock on the wall and 01-23=wall positions and some times there are and animated graphics, like some torch burning on the wall or some static object like fire pedestal I need another one digit from 1 to 9 for at least 9 frames of animation. Is it possible the next version 4.60 have higher limit of Image object and sprite objects. So the category (1=walls) + (01 to 99=wallset or wall graphic environment) + (01 to 99 for wall graphic object some button or some tapestry) + (01 to 23) the position of wall spriteĬreates this sprite object 1999923 I exceed the 1000000 sprites limit.īut is not finish there if the category is 2, inventory items and the category is 3 monsters and category is 4 spells then I need at least 4000000 sprite objects and images. įor example if I say the texture graphic of my castle graphics of my walls of my game is 01 and I have 23 different positions as walls sprite positions:Ĭode: Select all 01=Castle 01=wall positionīut I add another one digit in front of the 0101 to categorize my game elements for example 1 are my wall elements so in my game I tell to my game engine 1 is my wall element 01 to 99 are different environment graphics (01=castle 02=dungeons 03=mines 04=underworld 05=blah blah 99=forest) and I add another sub category fro 01 to 99 for wall items (01=the wall have a keylock on 02=the wall have button on) If I assume I have 23 different possitions as wall graphics I should need 23 different sprite objects, but these 23 different wall graphics are only wall graphics positions, if these 23 wall graphics for example are brick wall graphics and I want to have and nother kind of dungeon wall graphics, for example if I will have 99 more kinds of dungeon graphics (or wall texture graphics) I will need another 99 sprite objects.īut I select my sprites not as 23+99=122, I select with different way, because I have created a complete engine and works perfect in darkbasic. If we assume, we have wall graphics as images or sprites, I will use them as sprites here, because images are not able to be transparent as I discover. I am creating one dungeon crawler game and I am planning to create it with this programming language. The fact is, I need them, I need the number as object indicator.įor example, in (DarkBasic again) sorry if I compare the DarkBasic with PureBasic, but I am creating one game with darkbasic and I made this crash test here.

purebasic sprite maximum size

You will say now, what do you need so many images. The compiler tells me the limit of the Images are up to 100000 and of sprites are up to 1000000. Is it possible to increase the number of images and sprites objects?












Purebasic sprite maximum size