Close this window to return to the site.Improving the reliability of games
created in GM v6.
The release of GM v6.0
although a quantum leap in the capabilities of GM, is not
without a price and the number of people reporting
problems with GM games is at an all time high, so I
thought that in this article I would address a few of the
problems.
GM v6 was a radical change from v5.x and requires a more
powerful computer system than before, particularly the
graphics card, which needs to be quite powerful to cope
with the changes.
The
recommended requirements are at least:
16 bit high colour
800*600 resolution
8Mb of graphics memory (Not specified with earlier
versions.)
direct X 8.0 or higher (DirectX 5 previously.)
No processor speed is specified.
The
most common problems with GM v6 appear to be:
The game freezing while loading.
Graphics splitting or tearing.
The sound volume altering.
Game speed very slow.
Note
that this article is not concerned with different/missing
commands etc, from v5.x, these are just alterations to
the program, not problems, READ THE MANUAL. It is also not
concerned with registered/not registered features, as a
wide choice of options is available to all users.
So to tackle the problems in order:
The
game freezing while loading.
This problem although not new with GM v6, has grown worse,
personally I find between a third and half of all games
freeze before they finish loading.
At first I believed this to be linked to the amount of
ram available, but after some experimentation I found
that it is linked to the amount of video memory available.
While monitoring a problem game loading, all would be
well until the graphics began to load. This can be proven
by creating a game and increasing the amount of
backgrounds graphics until the game freezes.
I found that when graphics to the size of 7Mb (Measured
as bmp files.) were added to the game, it was sufficient
to cause problems, despite my computer having a 16Mb
graphics card.
In similar tests using v5.3, over 30Mb could be added
before problems occurred.
So
what can be done to help avoid this problem?
Naturally if you are creating a game that uses a lot of
backgrounds and complex sprites simultaneously, there is
a limited amount that can be done and it must be accepted
that only higher spec machines will be able to run your
game.
But with a less complex game, be careful not to check the
preload textures option when adding sprites and
backgrounds, as this uses up a considerable amount of
video memory.
Only use that option on graphics that will be used
continuously throughout the game, this method can cause a
slight flicker as a needed graphic loads, but on higher
spec machines this will be hardly noticable, because of
their speed, while slower machines will at least be able
to view your game.
Graphics
splitting or tearing.
This is where tears appear in the graphics, usually
around the perimeter of the screen.
I suffer from this problem myself and after mentioning it
in the bug forum, Mark says its a monitor problem, rather
than a computer problem and there isn't much you can do
about it.
I have spoke to quite a few people with this problem and
it doesn't seem to matter how new or old your monitor is,
its the luck of the draw whether you are affected.
Of the three machines I have access to only one is
affected, unfortunately that one is mine. 
So
what can be done?
A common cry in the forum is update your drivers, but I
tried this and it doesn't appear to make any difference.
The only help I have found is to avoid using small
background images that are tiled across the room, stick
with larger images, of at least a quarter of the room
size, also do not stretch backgrounds.
Of course this will not help with games made by other
people, but it will ensure the widest audience for your
own games.
The other alternative is to buy a new monitor. If you
have just bought a new system and have this problem, I
would suggest going back to your supplier and nicely
asking if you can exchange your monitor for a different
make.
The
sound volume altering.
This seems to be a very widespread problem, its partly
caused by people converting games they have started in v5.x
to v6.0.
The sound system although far more sophisticated in v6.0,
does seem to need setting up with more care and each
volume setting should be set to complement the other
sounds used.
The sound is not as universally consistent between
computers as it was in previous versions of GM and of the
three computers available to me, the sound plays
differently on each computer, regardless of the quality
of sound card installed.
It may be wise to add an option to your game to allow the
independant setting of the volume of the background music
and effects, by the player, as many commercial games do.
Game
speed very slow.
This is not specific to v6.0 and can have quite a few
causes and I will list some below:
The most common cause I see, is using a large room size
and then scaling the room down to fit the screen, rather
then resetting the screen resolution.
This is fairly easy to spot, if any text is on screen, it
will look odd, to cure it just reset your screen to a
higher resolution while playing the game and remember
when creating your own game, if you are using a game room
greater than 800*600, set the resolution in the options
and also set the game to fullscreen.
Another common problem is for instances not to be
destroyed as they leave a room, this slowly slows the
game as resources are not freed and is most commonly seen
in scrolling shooters.
Giving too many instances, too many actions to do, try to
improve the way the game works.
Your computer is just too slow, sometimes there is no
getting around it. 
Its possible to set the games priority when you create it,
but don't rely on this too much, as the effect seems to
vary. Some people report their machine freezes or crashes,
other people, myself included, report no effect at all, I
find I can still run anything I want, with GM on the
highest setting.
If you wish to use this feature, is probably wise to use
the middle setting for the most compatibility.
Finally
I would like to give what I think are reasonable specs
for running GM versions.
GM v6.0,
I can run this but with limitations, so a machine of my
spec should be taken as the absolute minimum.
Win98 or higher
800Mhz
128Mb ram (256mb would be better, or more if running XP.)
16Mb graphics card (I would suggest 64Mb would be ideal.)
DirectX 8.0 ( I actually run 8.1, but 8.0 is the minimum.)
GM v5.x,
All the v5.x versions ran on my machine with very few
problems, and graphics cards seem to be fairly
unimportant, I would suggest:
Win98 or higher
300Mhz
80Mb ram ( More ram would be better, as bigger games
struggle to load.)
DirectX 5.0
GM v4.3
This was the best (In my opinion.) of the v4.x's and
should run on almost anything, I believe that you could
use Win95 with this version. I have used it on a 166Mhz
computer, with 64Mb ram.
Rob Goldfish Web Site
Copyright 2004 Rob.Goldfish.
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