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Deleted 3 years ago

I suspect not and I'd assume the crash is due to the sheer number of grid cells being generated... What room size and tile resolution are we working with here? If you could tell me how you're trying to set it up I can investigate and see what I can come up with... :)

Deleted 3 years ago
(+1)

Ah, that's the issue... yes, GMS2 currently has that hard limit, and I'll be honest and say that I'm a bit loath to mess with the code to work around it right now, as the 2.3.0 update is about to drop and it actually removed this limit completely from arrays. So, I'd prefer to wait a couple of weeks until that update comes out and then update the asset (as I'm sure the update will break something :( )... sorry if that's inconvenient for you, but I really would prefer not to spend days working on something that I'll probably need to re-do again anyway a few days later. Hope you understand and thanks for the purchase and reaching out!

Deleted 3 years ago

BigNum, Instance Pooling, and Vectors, to the rescue!
- https://sahaun.itch.io/bignumgml
- https://derjulien.itch.io/gms2-vectors
- https://destrovel.itch.io/gamemaker-instance-pooling

You can also probably look into Adaptive Mesh Refinement.