Search found 3073 matches

by slime
Sun Jan 09, 2011 3:53 am
Forum: Support and Development
Topic: Optimizing parallax star background
Replies: 11
Views: 6872

Re: Optimizing parallax star background

Well I tried making 5 framebuffer tiles the same dimensions as my screen resolution and drew all of them as a test (disabling my normal parallax bg first). I got a much lower framerate than when I had my regular parallax! I guess I've optimized as much as I can. :P
by slime
Sun Jan 09, 2011 3:48 am
Forum: Games and Creations
Topic: Ravag3Ritual LFG need a programmer
Replies: 30
Views: 15661

Re: Ravag3Ritual LFG need a programmer

Programming a game can take a tremendous amount of time and effort. Even more so for a multiplayer game, and more so than that for an MMO-style one. Ideas are useful, but implementing an idea is the hard part by far, plus for an MMO you need a lot of money. I'll give the same advice (19:25) given by...
by slime
Sun Jan 02, 2011 5:05 pm
Forum: Support and Development
Topic: Optimizing parallax star background
Replies: 11
Views: 6872

Re: Optimizing parallax star background

I don't think I want framebuffers that big. ;)

Gah, spritebatches don't let you set the color of stuff you add to them. Lame. :/
by slime
Sun Jan 02, 2011 4:00 pm
Forum: Support and Development
Topic: Optimizing parallax star background
Replies: 11
Views: 6872

Re: Optimizing parallax star background

How would I go about making the stars loop back to create an 'infinite starfield' using those methods?
by slime
Sun Jan 02, 2011 3:32 pm
Forum: Support and Development
Topic: Optimizing parallax star background
Replies: 11
Views: 6872

Re: Optimizing parallax star background

I looked into those, but I'm not sure how to implement them so that they'll work with my stars which move at varying speeds and "wrap around" the screen.
by slime
Sun Jan 02, 2011 1:09 pm
Forum: Support and Development
Topic: Optimizing parallax star background
Replies: 11
Views: 6872

Optimizing parallax star background

I have a parallax star background in my game, but drawing it takes a significant chunk of resources (I get 55% more FPS when I don't draw it). Is there a more efficient way to do this, or some way to better optimize my code? I made it have random depths (and sizes) because I think it looks a lot nic...
by slime
Sun Jan 02, 2011 10:06 am
Forum: Libraries and Tools
Topic: Forum Super Project - ÖRGY
Replies: 15
Views: 8586

Re: Forum Super Project - ÖRGY

Adding to the list of ideas, a multiplayer tank game sort of like a 2D version of BZFlag might be cool.
by slime
Sun Jan 02, 2011 2:55 am
Forum: Libraries and Tools
Topic: Forum Super Project - ÖRGY
Replies: 15
Views: 8586

Re: Forum Super Project

Why all the MMO suggestions? For a persistent world wouldn't we need to host our own servers? / sounds fun, I'll do it! :D I like space games the best, but that's just me. I know at least a few people who would love something similar to a multiplayer EV:N. I might be able to get my friend to make so...
by slime
Sun Jan 02, 2011 1:17 am
Forum: General
Topic: Recent Trend
Replies: 5
Views: 3623

Re: Recent Trend

Depends what your goal is. ;)
by slime
Sun Jan 02, 2011 12:44 am
Forum: General
Topic: Recent Trend
Replies: 5
Views: 3623

Re: Recent Trend

EV: Nova is one of my favourite games. <.< >.>

I eventually want to see if I can do some sort of multiplayer for mine, but I might not get that far.