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January 23rd 2014, 06:11 AM
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Kyle
Peasant He/Him Belgium
 
It's nearly impossible to hit that cap, no matter hos complicated the script is. I know it's for the contest and you want to keep it secret, but in theory almost every script can be rewritten by only using 3 variables. Hence, I find it weird that you're hitting the cap. Let's say you create 100 sprites extra on the screen, you still only need one or two variables to create them and they are freed up again after. If your created sprites all need a variable, then they still won't need them at the same time. Look at the FIFO document in the dev files for more information.

In my d-mod I've hit instances of 40+ variables running concurrently and that's with new UI elements, a heavily modified spell/attack system and multiple enemies on screen. Add some lazy/sloppy coding to it here and there and I hit 40+.

Having said that, perhaps it really is something truly rare you're attempting and you need those variables... In that case, you're pretty much out of luck :/ You can attempt the editor_seq/frame trick for an exmpty screen (I fill them with scrolls of different colors to determine their use at a glance) and I haven't run into problems with it. The hardness shouldn't reset if you don't draw_hard_map anything. All it does is load the editor information of the screen after all, not change the current state of the screen for the player.