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
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?