0 Members and 1 Guest are viewing this topic.
I like the speed so far. But when gameplay gets added you'll definitvely need to use shortcuts and workarounds in order to keep the speed high. I think it's possible, though. -The walking loop should only include floor collision, jumping/falling speed/flag.-When you press any key that isn't jump/walking, when you get hit, when you touch an item or when the enemy does anything else than walking, the main engine loop is exited.-Once exiting the main loop, the game processes the above if needed. The Else instruction with nested Ifs must be used to minimize lag caused by going through long code whenever possible.-No rand, randInt(), Sin(), Cos(), Tan() nor string operation must be used in the main walking loop. Those are too slow. In other words, have some form of AI and/or pre-determined enemy attack/move patterns, even if it means longer loading times before the match starts.-Special moves should probably not be animations like a fireball moving gradually, but rather happen instantly, else having code to make a fireball or laser move every frame will slow down the game.Some of the above have been used in Illusiat 13 and it helped a lot. The plain color background will definitively help too. I wish you good luck with this game and I hope it is successful. Just make sure to not start too big lol.
Aw too bad. Actually the speed isn't that bad but As as ssb game some people might find it too slow. On the CE the speed would be twice faster at least so perhaps it could be playable there? You would need to test with Wabbitemu CSE at 200% speed, tho.Also that character looks cool.
On a side note, have you experimented with scrolling wrapping around like in my Tunnel game? Kerm also made a Flappy Bird clone using that technique. If all you did was update and erase one block every frame, along with moving the character around, then I wonder how fast a jump game would run? Like this game, for example:http://www.ticalc.org/archives/files/fileinfo/432/43207.htmlOr you could just use rectangles if they're faster than sprites. With rectangles you could even draw and update longer platforms and scroll further as the game progresses. Wrapping around is insanely difficult, though >.<
Yeah I never had any luck with 4 pixels movement so far. I tried in my RPG but I couldn't get it right the first time around. That said, I was using tilemaps, which might not be necessary for the jump game example above (since you just draw a tiny rectangle to make platforms scroll then erase the other end with a rectangle that is the same color as the background.
Hm interesting. Is this supposed to be a strategy game like those old NES/SNES ones where you had a world map, but with the ability to zoom in to conquer lands? I am curious about what are your plans with this.
Page created in 0.06 seconds with 54 queries.