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.
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...
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.
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
Edited by the Author.
Radix says:
It's regrettable that TDC is the arsehole of the click scene, but somewhere has to be.
kk
question - there will be in MMF2/TGF2 something to improve the smoothness/frame rate (Expecially in scrolling games)?
(example - with some hardware acceleration?)
Edited by the Author.
Radix says:
It's regrettable that TDC is the arsehole of the click scene, but somewhere has to be.
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.
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.
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.