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Apparently I figured out the layout size limit...

  • 100,000 pixels max

    2 pixels minimum

  • I wonder if that limit is enforced if you change the layout size with an event.

  • 100,000 pixels max

    2 pixels minimum

    Min: 2 px

    Max: 1,000,000 px

    Layout size limit.... I think you are talking about the usable (with accuracy) layout size.

  • > 100,000 pixels max

    > 2 pixels minimum

    >

    Min: 2 px

    Max: 1,000,000 px

    Layout size limit.... I think you are talking about the usable (with accuracy) layout size.

    i'm sorry but i dont know what accuracy your talking about ..... i just know whenever layout settings are set manually (i guess this means usable with accuracy?)

    the min is automatically set to 2px if u try to do 1 or 0

    and maximum is automatically forced to 100,000 pixels if u try to type something more then 100,000 pixels (100k/ one hundred thousand)

    i know image is about project window size... same applies to layout sizes manually

    i have no idea what happens if u set it by events......

    hope no wild Lorax will appear.

    the margin (unusable size doesn't count)

  • There is no technical reason for the limit you set there, it's just a sanity check to avoid most likely accidental use of absurd values. If you enable "unbounded scrolling" you have an effectively unlimited size, but you'll probably run in to floating point precision issues if you go to extreme distances.

  • Over 5000 objects would probably be pushing it for low end machines, and large layouts should be fine (there's no memory/cpu usage proportional to layout size so it essentially doesn't matter how big a layout is). The only issue is objects store their position in single-precision floating point numbers, which means they might start getting inaccurately calculated at really big X/Y co-ordinates - it should be OK within 100,000 pixels of the layout origin though. You could always experiment with a slow moving object at (100000,100000) and see if it still moves OK (use unbounded scrolling to save having to make a layout that big).

    You'll probably get better performance with smaller levels with less objects: currently, construct has to check every object in the layout, no matter how far away it is from the screen, to see if it needs to be drawn or animated. This incurs a tiny performance penalty, but in theory having over 10,000 objects in a layout could slow down the game purely because those objects exist.

    gamecorpstudio - Read the bold sentence above that Ashley said from 2010 .That is what I meant by usable & accurate layout size. That is 100,000 px

    Reference:

    i'm sorry but i dont know what accuracy your talking about ..... i just know whenever layout settings are set manually (i guess this means usable with accuracy?)

    the min is automatically set to 2px if u try to do 1 or 0

    and maximum is automatically forced to 100,000 pixels if u try to type something more then 100,000 pixels (100k/ one hundred thousand)

    i know image is about project window size... same applies to layout sizes manually

    i have no idea what happens if u set it by events......

    hope no wild Lorax will appear.

    the margin (unusable size doesn't count)

    Okay, i get it. I can see that you also don't know the layout size true limit..... Look at my image below:

    It's 1,000,000 (a million px height & width).

    Ashley is the layout size limit dependent on the computer's capability?

  • chadorireborn oh, that i missed out to read, i never checked the limitation if are raised above 100k, never needed it, that's a topic i missed to read, well then ( " hehehe-ops i fahted, a man faht") its even better i learned something new today, thanks man!

    Ashley thanks for confirming this! that i didn't knew. i bet there is more, that i missed, but always eager to learn!

    sinistar99 ...you trown me a bait, i hate you >.> ..... hehehe...seriously now... how couldn't i get the reference of the movie "1mil dollars...hahaha "

  • ONE MILLION UNITS! Sorry I couldn't help but think of Doctor Evil...

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  • Yeah, but this:

    Is the limit when you use unbounded scrolling.

  • > The only issue is objects store their position in single-precision floating point numbers

    >

    Read the bold sentence above that Ashley said from 2010 .

    Actually, that post is about Construct Classic, which has a different engine. C2 uses double-precision floats for numbers, but for performance reasons uses single-precision floats for rendering. This means you have an enormous range of high-precision positions, far beyond even billions of pixels (1px accuracy up to 9,007,199,254,740,992). However they can only render to within 1px accuracy in a range of about 8 million pixels from the origin (my previous statement of 100,000 was pretty much a guess, I can't remember, it was like 6 years ago ). Beyond that there is not enough precision in the rendering engine to draw everything to at least 1px accuracy, but you might get further before you notice anything wrong.

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