1 decade ago
by Jerczu
Sooo... I used the demo files + tutorials as a guideline on optimising your game for DirectCanvas.
I got my game going but the background tiles are not rendered only entities. Anyoine got this issue?
Also I don't know if it is the A* because the velocities of my entities seem reeeeeealy slow. Although when my entities go into chase mode the sppeds seem more natural (so I will just increase the velocities on the entities)
edit - Almost forgot - I'm trying to package my pacman clone
See It Here
1 decade ago
by Jerczu
After small invetigation its the amount of entities I have is what slows my game down I guess I will need to scale it down significantly to keep the desired performance but I still haven't solve the dissapearing background tiles.
yep, definitely have to scale it down a bit for games requiring high FPS. 256x192 with a scale of 4 worked for me.
1 decade ago
by Jerczu
Mine runs at
168x184 X 4
Its not too bad but the background maps is the one and only issue if this would work then I would have no issues at all I'll try to remove the pac-balls and test again.
1 decade ago
by Jerczu
As I presumed the reduction in entities did not change anything for me.
@Jerczu two questions
- how're your draw calls being used? these are expensive in terms of performance
- did you test on device, emulator or both?
1 decade ago
by Jerczu
I tested on both -
Emulator draws all, ipad don't draw the background maps. It's not the performance that worries me it's the lack of background. I removed almost all entities in my map and it didn't change absolutely anything for me. I tried multiple different chunk sizes for the background maps and no success.
I used the demo files from the appMobi and simply swapped the main.js and levels and the graphics and added all the apMobi calls I found in the original to my main.js.
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