![]() It's not something that I'm going to pursue with this project as I've already run several optimisation passes to get it working at a reasonable speed on a reasonable PC. I wonder if someone from the ST could elaborate on that?ĬatsUnited wrote:I did see one project where they used multiple frames of a video and put them into one costume, which could be a tactic that you could use to reduce the number of costumes in the project and free up some JSON space, but unfortunately it struggles on a lot of computers due to Scratch's poor memory management.That's another interesting suggestion. I do wonder why there's (still) the limitation to 5MB though. Not something I've tested as it's the JSON limit that's hitting me. The project.json size only having a maximum of 5 MB is an issue though.That's interesting. I've heard multiple reports before of people being able to create projects larger than 50 MB and still have Scratch save it. It's been a long time since I completed the game in the dim and distant past! Ah well… I knew it was a slightly ambitious project to attempt in the first placeĬatsUnited wrote:There's no project size limit anymore. There might be such a point but I don't know without playing through the whole game on the PC. If it were 10MB of JSON and 40MB of assets then I'd be smiling I wonder what the reasoning is for the 5MB/45MB split… I'm not sure if it's going to be possible to break the game into separate projects as that would mean finding a point around the halfway mark where the player can no longer visit areas he's been to up to that point. I could possibly break the required data into what needs to be loaded straight away and other parts that could be parsed as and when needed which would improve the load time but I suspect the initial data parsing would still be intolerably long. I could store it as image files and decode at run-time (as done in my data storage test project) but that would take 150+ images which would take minutes to parse on a reasonable PC and a lot longer on a Chromebook or similar. I do have around 1.8MB used up with data (stored in hexadecimal in variables) - I could compress that but not to release the required 1.5+MB. That's over 1.5MB of my JSON gone without actually adding any code or data to it! I'm already pretty close to the 5MB limit on the JSON (a fair chunk of which has already gone on costume overheads). There's no problem in fitting that within the 50MB SB3 limit (though I don't know how it would fair on loading without crashing) - the problem is that there's an overhead of around 190 characters to the JSON for every image file added. Well, I've hit a bit of a brick wall! There are around 9000 more costumes to add if I'm to fit the complete game into a single project.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |