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Old 05 September 2016, 15:01   #19
Master484
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Join Date: Nov 2015
Location: Vaasa, Finland
Posts: 525
Yes, the Handle Shape command is very useful in a game like this, it basically allows us to make those offset calcultions when shapes are loaded, instead of the actual game loop.

I now have an Y ordering system in place, which works 100% and takes about 15% of loop time. Currently 6 BOBs + the Player run at 50fps, with the appearance of the 7th BOB causing slowdown.

But when we enter the "slowdown zone", I can add more BOBs without further slowdown, until about the 15th or 16th BOB, at which point the game enters the next "slowdown zone". And this is good, because the first slowdown zone is still playable, it runs about the same speed as Golden Axe with 3 nasties on screen.

So it's looking OK so far, I'll now try to add some AI and collision detection, which most likely cost us one or two BOBs more, leaving 4 or 5 BOBs + Player at 50fps, which is the same as the MegaDrive version at "Normal" difficulty.
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