Is there a way to increase the AGS editor limits?

Started by Neosss19, Mon 27/04/2020 14:43:01

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Neosss19

Hi, I recently started using AGS, and i have seen that there is a limit of hotspots and total sprites that you can use in your project.

Is there a way to change those limits? For example instead of 50 hotspots in one room, upgrade to 60

Is this possible or is it a limitation that I must have consider when developing my project?

Many thanks for the help  ;-D

Crimson Wizard

#1
I am not quite sure, are you asking whether you may increase them, or whether developers may increase them in the next version?

As for existing limits, even if you reach any, there are always workarounds too.

Snarky

In this particular case, a workaround is to use room objects instead of hotspots.

Crimson Wizard

Quote from: Snarky on Mon 27/04/2020 15:53:06
In this particular case, a workaround is to use room objects instead of hotspots.

Out of curiousity, have you met a game which had a room with 50 hotspots? I've seen people struggling with walkable areas which have much lower arbitrary limit, but cannot remember anyone mentioning hotspot limit.

Slasher

50 Hotspots in one room is really pushing it... It kind of makes me wonder how he would plan to use them.. Unless it's just a question..

Neosss19

Quote from: Slasher on Mon 27/04/2020 17:06:58
50 Hotspots in one room is really pushing it... It kind of makes me wonder how he would plan to use them.. Unless it's just a question..

Obviously I don't think I'll ever use a room with 50 hotspots, My doubt comes to be if in general the limits imposed by the engine are skippable in some way
If the case should be needed in any project.


Slasher

#6
Short answer: No...

Well, not unless you strip the editor/engine and rebuild it (laugh)

We have guys that do that already  (nod)

Crimson Wizard

Quote from: Neosss19 on Mon 27/04/2020 17:12:40
My doubt comes to be if in general the limits imposed by the engine are skippable in some way

They are passable by two ways:
1. Workarounds. It is usually possible to do same thing with different methods. Even if some of them are bit more complicated, they still may be used in case of need.
2. Building custom version of the engine/editor with these limits updated.

Developers were updating these limits over time, and ones that still remain are there either because of low priority (no one pressured the issue), or it has an unseen connection with other problems and we did not found time to solve that yet.

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