Okay, here are some numbers, though they are very random:
- I have 8GB RAM, 4069 VRAM. My game is very big at this point indeed. But I also have 8GBs of RAM so it's not a matter of adding even 8 more because the error occurs often enough for it still to happen a couple times a day, maybe.
- Saving adds 30-40 megabytes to the used RAM.
- Previewing adds 2-5 megabytes.
- Just opening a layout that "stores" a lot of sprites randomly adds 10-50 megabytes. When closed removes only some of that.
- Opening some event sheets will leave about 1 megabyte after having closed it again.
Basically everything I do will leak memory, saving being the most consistently bad culprit. I'm still convinced this concerns the loading and reloading of sprites, as Arima seems to think too. Opening an event sheet might just load some, opening a layout would load all in the layout again, and saving would go through everything in the .CAP. Compiling turns out to be the most lenient because of when Ashley added Construct remembering if you compiled the same game already (without art changes).
During gameplay I basically have all art loaded because it's all small pixel art, and it has never loaded more than 40Mb into VRAM at once.
The latest version of Construct doesn't change any of this. As Arima points out, there has been memory issues with sprite loading before. I remember I would spread sprites across layouts to not load too many every time I opened the expression editor back then.
I hope this can shed some light on it... I really want this alleviated. :(
EDIT: And no, the error prompt says nothing other than "Out of memory".
EDIT 2: All of these examples add more memory than it ends up leaking as you do it. Like, while saving the RAM use shoots up quite far, then leaks about 60% of that.