I want to make a game with sidescrolling possiblity, but the game has a lot of active objetcs, and some of them are big. How can I make the game run smoothly?
an other question: "can I make a active object that stands behind a backdrop object??"
Assault Andy Administrator
I make other people create vaporware
Registered 29/07/2002
Points 5686
23rd November, 2004 at 05:26:32 -
If you reduce the screen resolution and allow V-Ram then that usually helps my games dramatically. I am able to have a 320x240 Active object with semi-transparenty over the top of everything with the game still running at around 45fps on a 800mhz CPU. Try it for yourself.
window size makes a big difference, hardly anyone uses above 320x240 simply because you will need such a beefy pc to run the game.
i think 640x480 is pushing the limits on a less than 800mhz asuming there is a lot of action on screen.
If you're using VRAM though, it depends on how much memory your graphics card has. On my old 1gHz processor with Geforce 2 I used to get shit performance from VRAM and found DirectX on it's own run things better. Obviously now I got my 2.8gHz with Radeon 9800XP PC I don't have problems with either.
I develop Terminal Orbit, a 800x600 game, on a 600mhz PC and it runs in the region of "OK". It can depend a lot on how efficient you do your coding. (Not that I always code efficiently)
Riot 3 has got megs worth of graphics though as i have worked on a very large scale . . Most of its probably my event list and TGF's poor performance or/and my spaghetti esque code (spaghetti code in a OOPL?). It runs fine on my pc anyway.
so big resolutions and big objects are possible. But it's still kinda weird that a (small) game would take much power to run properly.. Well, thanks guys for the information...
DaVince This fool just HAD to have a custom rating
Registered 04/09/2004
Points 7998
24th November, 2004 at 05:51:12 -
I was creating a Commander Keen game (see the avatar) but because of the 640x480 resolution I got bad comments.
So now I try to recreate the whole thing in MMF with a res of 320x240. Works MUCH faster.
(It's going slow, yeah, because I have many other things on my mind.)