maybe some of you remember my platform-adventure game project... well, i just decided to remove all the adventure part and create a typically platformish game (that way the game will be released faster, and when i'll be rich, i'll work on the adventure game again, urm!)(and "only" platformish doesn't mean that the game will be poor )
...so i added a scrolling, and i wanted to know if it's fast enough (for me it's terrible, though i worked a lot on it, trying to optimize the most possible). ok well, please post your speed comments (i don't have any fps counter, in fact i just want to know if visually the game slows down a little bit, a lot, nothing etc...) thanks guys.
oh and sorry, this little .swf is waaaaayy to be as complete as the platform adventure game i have on my desktop
so tons of things are missing, included the gfx: no background, no enemies, no collision detection with the rings etc... it's just pure speed test.
hey marmotte, is that tilebased or artbased?
if its artbased, do u think you could show me just the scroll function? i've been trying to manipulate a scrolling function from a tilebased game, but i cant get it to work. if its something you dont want to share, thats kool too, but i've been at this for awhile and i really need some help.
Xander99
it will not be sonic-like game, more mario-like, that explains the non full speed walk speed thoguh you'll be able to accelerate
yes, he's supposed to skid (slide?), it will be fun in the icy world
thanks for the bug, haha this one was funny. ok, i'll restrict the player to go too above the screen (i'm not very motivated to re-work the map array), or add the corresponding if statment
not too much so
it's tile based, mate... creating a scrolling is not so difficult though, just try to look for "scrolling" with the search feature... i remember there was some good scrolling threads, with example... they were old...
It is smooth for me too, but i find it wayyyyy too slow : for example, from the "running/walking" animation only, one would expect the guy to go faster (does it make sense ?)
I love the GFXs though !
funny: i'm working on a slightly similar game (but less plateformes, more a la Metal Slug
Very smooth, lovely graphics... I think it could do with being just a touch faster? I also noticed that some of the bigger plants you can see being removed on the left side of the screen, whether that is something you want to sort out im not sure, it doesnt effect gameplay buti saw it so others will
It's silky smooth, just feels like it scrolls at half the speed it should ( For the animation, and for gameplay reasons ).
If your map format is jailbitc'h then grab my scroller class and try that, to see if that's the bottleneck ( Should take about 10 mins to drop it in there ).
luxregina
it makes sense, babe... i'll do my best to change the variable value, but it's hard, anyone know how to do that? *urm*
i knew about your platform game... metal slug-like? sounds very cool... (is your avatar involved?)
random10122
well, i love that glitch
i like to see some gfx disappearing abruptly before they are out of screen. i think i'll keep it? (you know, i was also interested in having a NES-ish game, where the tiles that appear seem to be garbled before being displayed correctly... do you see what i mean?
leight
yes, but you are never stucked. and like you sayd, you can be like that in most platform games (even the ultra classic marios). the reason? gameplay. if i restrict it, then jumping on a beggining of a platform will not be as playable, because you'll can "enter" on it only if you are above it... hard to explain with my 8bits only english, but if you already coded a platform tile based game, then ou surley noticed it...
squize
and what about the engine i wrote, mmh? it wasn't done in one clic, you know... *biting* i'll check that certainly
thanks for the feedback people, i'm glad to hear it's not too slow ^_^
oh, and about the jerky scrolling, it's possible, i'll take care of that...
1 more bug to add to the jerky scrolling. When the character slides to a stop the map stops scrolling. its possible for the player to reach the right side of the map without being at the end. To recreate stand in the middle where the map would normally start to scroll. Tap right, wait for the character to stop sliding. Tap right, wait.. ect.
thanks strille ^_^
(i'm waiting to see your game with that famous engine, mmmh)
xMCNUGGETx
ssshhtt... i knew that bug, but it's a secret...
the thing is, i don't know why it happens; the movment is using the same function, so i wonder why the scrolling doesn't occur. surley a simple thing, like always.
another bug no one mentionned, if you play a lot then the map begins to be attached with a little delay, and the more you play, the more the delay is big... but it can be fixed easily, it's just that i used a Math.floor with the map's position (to always keep pixel perfect), but not with the distance the character ran... so eventually a very tiny little difference between those values can become bigger the more you play it
About speed: I've tried the demo running the SWF alone, not in the browser, and that's the speed I would like to see... (tested on an Athlon 2.0ghz)
I usually test games using the flash player alone while developing so when I test them in the browser they loose cpu cycles and speed. I would normally add a 10-15% more fps before testing in a browser.
About the scrolling I've noticed one thing: if you move to the right and watch those bushes disappearing on the left side of the screen you'll notice that they're removed a little before they're completely out of the screen.
The weird thing is that it only seems to happen with the bushes that are on a platform, those on the ground seem to work fine.
Squize: maybe it is only me but it happened to me more than once and not only with games.
Say you're creating an animation: you set up the fps so that it accomodates your needs, let's say 40 fps.
If you're dealing with fast paced animations and you test your movie only within the flash IDE( or by double clicking the SWF) then when you'll go back to the browser you'll get a slower feel.
Obviously this is because the cpu priority of the flash player within the browser is lower than the standalone version.
In order to compensate this loss of speed I usually add a 10-15% more fps
I actually don't do this all the time, but with fast paced animations it works fine.
If you try the Marmotte demo in the standalone player it looks like it's running at the "right" speed, while running it in the browser seems a bit "slowed down"