Side scrolling speed
Posted: Fri Apr 07, 2006 5:07 am
I don't know about you, but I'm finding that my game is "evolving" far from my origional idea, but that's ok. Origionally, it started out as a single screen, tile based game with a little dude that runs around shooting stuff (shooting straight left or right). Then it became to more of a side scroller (levels are bigger than the screen) and the dude shoots towards the mouse cursor and he's got rotating arms
Then I added different weapon types which puts me at odds with attempting yet another step in the evolution. Right now my levels are pretty much "static". When you throw a grenade at a bridge, the grenade blows up and the bridge is just fine, or when you shoot a rocket at the ground the grass/dirt is unaffected. I think it would add to the puzzle element to make the levels be destroyable, kinda like in the game Worms. And then it got me thinking - Do I really want it to be tile based or do I want terrain like the game Worms has (which can't be tile based)?
So, here are some performance questions that I have:
When doing large maps reaching 8000 * 2400px on a 800 * 600 screen, should the map be devided into only 800 * 600 sized sprites, or should I go with smaller 64 * 64 sized sprites?
I am using sprite3D for the dudes arms, but the rest is done in 2d, would using DisplaySprite3D for the map sprites be better?
I realize that displaying sprites is auto clipped, but should I be doing a SpriteCollision to see if a level sprite would appear on the screen before displaying it? Would that speed it up? Or does someone know of a way to do a for ... next, starting from the first tile that would appear on the screen to the last?
I guess all in all, the appropriate question would be: What's the best/fastest way to display a map that isn't tile based.
Sorry if you think I'm being lazy, I'm just not a fast coder and don't want to find out 2 months down the road that i'm doing it all wrong. And I'm hoping that someone has the definitive answer.
Thanks.
So, here are some performance questions that I have:
When doing large maps reaching 8000 * 2400px on a 800 * 600 screen, should the map be devided into only 800 * 600 sized sprites, or should I go with smaller 64 * 64 sized sprites?
I am using sprite3D for the dudes arms, but the rest is done in 2d, would using DisplaySprite3D for the map sprites be better?
I realize that displaying sprites is auto clipped, but should I be doing a SpriteCollision to see if a level sprite would appear on the screen before displaying it? Would that speed it up? Or does someone know of a way to do a for ... next, starting from the first tile that would appear on the screen to the last?
I guess all in all, the appropriate question would be: What's the best/fastest way to display a map that isn't tile based.
Sorry if you think I'm being lazy, I'm just not a fast coder and don't want to find out 2 months down the road that i'm doing it all wrong. And I'm hoping that someone has the definitive answer.
Thanks.