New Platform Game (Untitled) .05
New Platform Game (Untitled) .05
I am developing a platform side scroller similar in style to Super Mario 3. I would like to see if my code maintains FPS on most systems. You should get between 40-45fps optimally.
If you would like to test and provide constructive feedback, you can download it here...
http://www.imakegames.com/platengine.zip 673kb Win32
Thanks
-Vince
If you would like to test and provide constructive feedback, you can download it here...
http://www.imakegames.com/platengine.zip 673kb Win32
Thanks
-Vince
Last edited by vdecampo on Dec 23, 2007 2:04, edited 1 time in total.
I have tried several different things to get rid of that shear. This is what I currently have for drawing to the screen.
CS is a compositing surface. I lock the screen, draw the composited image to the work page, then flip it. Is there a better way that would eliminate the shear?
-Vince
Code: Select all
Public Sub FlipIt (CS As Any Ptr,ByRef PE As _PlatEngine)
ScreenLock
DrawSprite (0,0,0,CS)
PE.wp Xor= 1
PE.vp Xor= 1
ScreenSet PE.wp,PE.vp
ScreenUnLock
End Sub
-Vince
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You don't need (slow) page flipping when you use Screenlock. If you see shearing, you might want to try adding Sleep 10 right after the Screenunlock.
The game plays nicely, but I have one suggestion: change the physics on the sloped ground.
The game has a nice background (especially when compared to Lachie's, ha ha ha...). I get 42-43 FPS.
BTW, what are the question marks in the game for?
The game plays nicely, but I have one suggestion: change the physics on the sloped ground.
The game has a nice background (especially when compared to Lachie's, ha ha ha...). I get 42-43 FPS.
BTW, what are the question marks in the game for?
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Cough...weren't you suppoed to be working on Barren? Ah yes, I promised to send you some sketches. Ehm.
Anyway, I'm glad this engine is progressing. I hope you plan to go in the scripting direction as I did, and perhaps adding parallax scrolling.
The engine ran with the average of 23 FPS on my PC (you know my specs), and somewhat choppy. I have the same suggestion regarding the slopes, but I don't think this should be a problem as your engine is detecting slope collision quite perfectly.
I wish I had time to return to my engine. Bah.
Anyway, I'm glad this engine is progressing. I hope you plan to go in the scripting direction as I did, and perhaps adding parallax scrolling.
The engine ran with the average of 23 FPS on my PC (you know my specs), and somewhat choppy. I have the same suggestion regarding the slopes, but I don't think this should be a problem as your engine is detecting slope collision quite perfectly.
I wish I had time to return to my engine. Bah.
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I think, if you make two games with the same engine, they will be too similar. So every game should have its own engine.
It's much better to fully develop the game than to just stop half way and call it an engine, so really, the fun factors are more important than the technical achievements.
That is why I would not focus on an engine for theoretical development in the future. ;-)
BTW, I still plan to make my own platform game. I am waiting for inspiration. :-)
It's much better to fully develop the game than to just stop half way and call it an engine, so really, the fun factors are more important than the technical achievements.
That is why I would not focus on an engine for theoretical development in the future. ;-)
BTW, I still plan to make my own platform game. I am waiting for inspiration. :-)
Well, I beg to differ. :p Having an engine that can be used to make more than one game is essential to modern game development, in my opinion. Look at tech5, for instance.
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