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Silveraura

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28th February, 2006 at 14:48:36 -

The results you get with Alpha Channel object are beautiful yes, but 9x out of 10 if you recieving 5 fps then generally its not worth it. Expecially when your game doesnt look half bad without it. This is where MMF2 is going to be nice. Alpha Channelling wont be as hard on it.

 
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Fifth

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28th February, 2006 at 21:43:36 -

Y'know what really sucks up the memory, especially in older computers?
Scrolling.

Get rid of scrolling, and your games'll run much faster, I guarantee.

 
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Silveraura

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I am an April Fool
28th February, 2006 at 21:48:45 -

If a person has a computer that is unable to do what a gameboy can do (scroll) then its time to get a new PC.

 
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DanielRehn



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1st March, 2006 at 00:19:23 -

Agree with Phizzy (never thought I'd say that), Consoles are specifically done for games and most things are done by hardware.

For instance to simulate a gameboy advance (which 106 mHz btw) on a pc, it requires about 700mHz (in many cases more) to run smoothly..

 
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norfair



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1st March, 2006 at 00:25:03 -

'doh!

how about - machine-indipendent speed ?

never used that - it never improved the smoothness.

 
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DanielRehn



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1st March, 2006 at 00:32:19 -

machine-indipendent speed makes sure the game runs at the same speed independent of how much crap you put in it. I find this very important when making LAN-games and such, since the game has to run sync'd with the other players...

 
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AndyUK

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1st March, 2006 at 16:37:47 -

Machine independant speed skips frames. This also makes the game a little unstable.

And i'm certain the gameboy advance's clock speed is 16mhz. But you do need a much better processor for emulation due to the fact it is translating everything in software mode, and Pc's have to run their operating system in the background too.

 
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DanielRehn



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1st March, 2006 at 16:57:33 -

Yeah 16mhz for a gba is correct... sry..

 
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norfair



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2nd March, 2006 at 07:43:15 -

if you need to make a massive game with lots of cloned objects (ex- people or enemies), wich multiplying/creating strategy should be used to make them them?

- create lots of copies of the same object having a different ID value with the code (therefore everything with creation events)

- make lots of clones with the same qualifier and a different ID value at starting in values in the frame editor (therefore without having any creation events)

- create lots of copies of the same object in the frame editor and give them a dfferent ID value at runtime ( creation via frame editor having related value events, maybe with a overlapper wich changes the ID value )

- something else?

*as ID value I mean also wichever other thing like health or internal counters

Image Edited by the Author.

 
Radix says:
It's regrettable that TDC is the arsehole of the click scene, but somewhere has to be.

David Newton (DavidN)

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2nd March, 2006 at 09:38:33 -

Give them a different ID value at runtime - you can do this using "Spread a Value" rather than having to use an overlapper.

 
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norfair



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8th March, 2006 at 16:20:19 -

kk
question - there will be in MMF2/TGF2 something to improve the smoothness/frame rate (Expecially in scrolling games)?
(example - with some hardware acceleration?)

Image Edited by the Author.

 
Radix says:
It's regrettable that TDC is the arsehole of the click scene, but somewhere has to be.

RedHades



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9th March, 2006 at 05:40:12 -

Since we are making PC game, we have the luxury of a lot of memory space.
We can use the memory to remove stress from the processor.

If you are going to calculate the same thing more than once, it's better to do it just once, put it in a value once and call it many times in your expression.

Like instead of:

* On loop 5
( Active-B ) Set X position to 256 + ( Frame Width - X Right( "Active-A" ) - X Left( "Active-A" ) ) / 2
( Active-C ) Set X position to 720 - ( Frame Width - X Right( "Active-A" ) - X Left( "Active-A" ) ) / 2
( Active-D ) Set X position to 512 + ( Frame Width - X Right( "Active-A" ) - X Left( "Active-A" ) ) / 2

Do this:

* On loop 5
* loop index is 0
Set Value A to Frame Width - X Right( "Active-A" ) - X Left( "Active-A" ) ) / 2

* On loop 5
( Active-B ) Set X position to 256 + Value A
( Active-C ) Set X position to 720 - Value A
( Active-D ) Set X position to 512 + Value A


This is especially optimal if you are going to repeat the same equation many times in a large loop.

Image Edited by the Author.

 
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norfair



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9th March, 2006 at 10:19:21 -

uuuuh very fine!

 
Radix says:
It's regrettable that TDC is the arsehole of the click scene, but somewhere has to be.

Dr. James MD

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9th March, 2006 at 11:28:14 -

I'd say don't use the Alpha Channel Object, or the Lens object. Crash-o-matics. if an alpha channel object goes off screen and is destroyed with an object created nearby- it crashes. ie. In Sam, those rockets are alpha channels, i had to stuff a load of fail safes in there to avoid crashes. buggy and unreliable. Especially when Alpha channels started to change size and stick in the background. terrible.

Gotta say, I'm a fan of the Resize to fill screen thing. a 320x200 screen is the same ratio as my 1680*1050 monitor. just looks beautiful.

 
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Silveraura

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I am an April Fool
9th March, 2006 at 12:21:07 -

Well from the sounds of it, MMF2 will have all the options of the alpha channel object built right into the active objects, so it must obviously be able to handle it pretty well.

 
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