Unfortunately, this weekend's update doesn't really have anything new to show. I spent the whole week trying to figure out two issues I came across suddenly.
If any of you have encountered this problem, or have suggestions where to start looking for a solution, please do let me know.
Problem 1
In future, I was planning to have parallax backgrounds for levels that take place in outside environments. Like town(s), forest/snow levels in further chapters, etc. I simply tried adding a new layer beneath all the existing layers, and the CPU usage spikes rapidly and the framerate crawls to near halt from tiniest of activity in the level. Placing the layer below/above any other layer than the bottom-most layer (which is what has just about everything going on, except for HUD elements) doesn't cause this slowdown. I've managed to track the problem down to the Active Pictures where I load the level graphics from. Somehow it probably messes up the collision mask or something.
A topic about this problem is also on the Clickteam forums, here:
http://www.clickteam.com/epicenter/ubbthreads.php?ubb=showflat&Number=221346&page=1
I've listed some of the things I've tried in there, so before you suggest anything, please do check out the topic. ^^; I need more fresh ideas and suggestions.
In any case, I'd rather not switch from Active Pictures to something else unless it's certain that Active Pictures don't work for my plans.
Problem 2
The framerates of my MMF2 applications have suddenly gone nuts.
Relevant topics at Clickteam forums:
http://www.clickteam.com/epicenter/ubbthreads.php?ubb=showflat&Number=220648&page=2
http://www.clickteam.com/epicenter/ubbthreads.php?ubb=showflat&Number=222159#Post222159
Normally, when I've run an application which has had a framerate of 60 set in the runtime settings, the debugger shows the FPS to flicker between 59/60. Works fine.
Now, whenever I run an application with framerate set to 60, it flickers between 58 and 64, or 57 and 63, or any combination of those. It's like the framerate is constant 58 for 9/10 frames, and every 10th frame it's 63 instead. The result is that the scrolling often twitches annoyingly, like every 10th or so frame is skipped. I've noticed that using v-sync makes FPS normal again, but with the potential of large amounts of random enemy spawns in the game, I can't use v-sync, as having halved framerates would become too common on low-end machines with the large amount of enemies. :<
At first I thought this was because I had updated my MMF2 from HWA build 249 to build 251, but now I'ved noticed that the problem applies to non-HWA MMF2 applications as well. Because I can't remember installing or uninstalling any new hardware lately, that doesn't seem like the problem. I've uninstalled and updated a few applications, but none of them are graphics related, so I dunno if any of them could cause this. I'm quite at a loss with this one. >_<
Looks like this can be solved by changing monitor refresh rate. I didn't need to do that before though, and I still don't know what brought on this requirement, but at least I have a temporary solution for now. Still baffled about the 'Active Picture + extra layer' issue though.
Refresh rates were not a permanent solution, it seems. Problem still persists. *sigh*
So...
Any ideas where I could start searching for the problem and/or solution to either the first issue? Would be hugely appreciated.
It's tough to focus on any new content while these problems keep lingering around. Problem #1 isn't crucial, I can design the game without the extra layers if needed, but the FPS problem is driving me a bit nuts.
I did add some variety to the brick tiles, and a few new frames to the main character's animation during the week, but other than that, no progress.
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