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Wormware



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23rd November, 2004 at 01:24:08 -

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??"

thanks in advance.

 
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Deleted User
23rd November, 2004 at 03:25:07 -

nope you can't make an active behind backdrop.

 

Assault Andy

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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.

 
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Wormware



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23rd November, 2004 at 10:53:54 -

Sounds great, just what I need. Thanks.

 
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AndyUK

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23rd November, 2004 at 14:24:39 -

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.


 
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AsparagusTrevor

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23rd November, 2004 at 14:46:50 -

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.

 
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Hagar

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23rd November, 2004 at 14:49:22 -

Custom enegines dont seem to be so affected by lag caused by lots of big AA's.

Riot 3 can run in 800x600 but only if you have at least a 1.4 gig processor, its a slideshow on a amd k6 2 500 . Runs fine in 640x480 though .

 
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Tigerworks

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23rd November, 2004 at 15:21:20 -

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)

 
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Hagar

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You've Been Circy'd!Teddy Bear
23rd November, 2004 at 16:29:25 -

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.

http://www.championgames.freeserve.co.uk/riot3/tutorial.jpg

for example. I bet Terminal orbit has got a fair 'few' megs of graphics tho .

 
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Tigerworks

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23rd November, 2004 at 19:07:09 -

Heh, just the floor is 71mb in TO.

 
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Wormware



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24th November, 2004 at 00:47:24 -

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...

 
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DaVince

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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.)

 
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