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Lunatic
Zelda in Flash! How's the fps?
Hello everybody, I'm trying to make Zelda DX of the Game Boy Color in Flash. Its going really wel so far, but I wander if the framerate is perfect. So please tell me if the game runs smooth so far. The problem is that the games uses a framerat of 60 (!!!), and the characters moves 1 pixel each frame.
http://www.rockonline.nl/zelda.htm
I'm afraid when the game becomes to huge, the game wont run smooth, so I'll have to optimize it.
Already thanks.
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its looking good and runs nicly
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DOT-INVADER
very very nice, keep up the good work ^^
don't be afraid, it's very smooth with my mac 400mhz...
in fact, all my games run at 60fps if you are wondering...
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While we're on the subject of fps. What fps do you all think is the best to set games and movies at?
Thanks
Cool game as well. It runs very well on my P4 1.99 GHz 384 RAM machine
Last edited by CTT_Mustapha; 01-12-2003 at 11:32 AM.
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Spelunker
i would seriously remove the scrolling from one place to another. It will really run slowly once you have a lot of those going. Just make it so it appears in the next place and doesnt scroll up.
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Wow! You've done a great job here, looks like the real thing!
I think you should keep the scrolling though, it wouldn't be zelda otherwise. You only have one screen scrolling at a time, so you won't have "a lot of those going" as Beatcow says (but a lot would slow it down ).
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.: Weirded Out :.
So far runs very well on my P3 933
Really nice feel to the game - can't wait to see it grow
Well done, and good luck!
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Senior Member
Nice start! Runs pretty smoothly, too. But my CPU was already strugling at 97%. I have a 760 MHz Pentium III. I would suggest slowing down the FPS and making link move by several pixels at a time, that will decrease the CPU usage substatially, and if you experiment with different combinations of those you will be able to make it look smooth even then.
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Lunatic
Wel, thanx a lot.
Small update:
- Press SPACE to use your sword
- You can try to cut down large grass and flowers
http://www.rockonline.nl/zelda.htm
Please tell me if the game is still runing smooth, because I changed some things.
Beatcoy: I dont think you're right. Each screens is an array, and it's only using two screens when scrolling. So it doesnt matter how many arrays I got. And ofcourse, it's a part of the real Zelda I'm trying to recreate.
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.: Weirded Out :.
hmm, i pressed space, no sword! lol..................
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DOT-INVADER
impressive!
it reminds me my old racoon's experience where i updated it quite often, adding attack abilities and so ^^
don't you want to create a mini-game to integrate in my RPG ^^, since you seems to be very good?
it runs very smooth here, but please make link walk faster (i just played the original gameboy, it's faster), and keep the scrolling...
btw, the sword works well here.
keep it up!
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CRT Boy
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Lunatic
It's not running 100% at my computer, when uploaded and played from the internet. I guess the 60 fps isn't a good framerate, so I will optimize it.
marmotte, I have seen your project. I like the idea of minigames, but I cant look in the future and 99% of my games are never finished.
And the weekend is over, and I haven't done anything for school (where creating multimedia software for kids of 8 years old), so it's going to be a long and hard week. But maybe I will find some time.
Thanx for the reactions so far!
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Senior Member
Oh, maybe you could help me out with this?
I see from your demo that your character and my character seem to have the same or very close movement but, how do you make the rest of the "land" solid, you no bountry or hittest? Nobody replied to my question yet and you seem to have done it.
Link walks up, down, left, and right with a walking gif sprite for each movement and I haven't found a tut for using that with bountry, only for car style games.
I also added a guard with the instance name, "guard" that mirrors the characters movement from left to right (like in zelda 64 where you have to get the sword and sheild before talking to the tree)
Here is my code in the "hero" actionscript (hero being my controlled character):
onClipEvent (enterFrame) {
if (Key.isDown(Key.DOWN)) {
this._y = this._y+10;
gotoAndStop(2);
}
if (Key.isDown(Key.UP)) {
this._y = this._y-10;
gotoAndStop(4);
}
if (Key.isDown(Key.RIGHT)) {
this._x = this._x+10;
gotoAndStop(3);
}
if (Key.isDown(Key.LEFT)) {
this._x = this._x-10;
gotoAndStop(5);
}
}
onClipEvent (load) {
speed = 10;
}
onClipEvent (enterFrame) {
if (Key.isDown(Key.LEFT)) {
this._x -= speed;
_root.guard._x -= speed;
} else if (Key.isDown(Key.RIGHT)) {
this._x += speed;
_root.guard._x += speed;
} else if (Key.isDown(Key.DOWN)) {
this._y += speed;
} else if (Key.isDown(Key.UP)) {
this._y -= speed;
}
}
How do I make or edit this code inorder to have all the solid objects in on big movie clip called, "town"?
Please help me out since this is the last thing left in my project. I really look up to you and your work, honest. If you need to see the .fla or .swf file to understand this just let me no.
BTW: My project is not based on Zelda... actually my fav game.
Thanks!
Last edited by Kayol; 01-12-2003 at 04:24 PM.
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Senior Member
BTW, my project is art based not tile based and feel free to use the guard code in your zelda game if you want. That way the guards mirror link's movements until link takes to someone or gets a certain item.
Once again please help me out with the bountry, how did you do it?
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Lunatic
I cant help you. In my game, the movie checks the current file of 4 points around the hero. But your game is art-based.
Small update:
- The framerate is now 30 fps
http://www.rockonline.nl/zelda.htm
Please tell me if the game is running better now.
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Senior Member
oh, okay is there anyone else that can help perhaps?
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ʞ33ƃ
Runs nice here, keep up the good work.
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