Clonenoa (Klonoa clone)
- retrotails
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- Joined: Wed Apr 18, 2012 12:37 am
Re: Clonenoa (Klonoa clone)
I've added a new version with Chibi tero's animations. It has some issues... I should really rewrite the whole thing, just look at how messy the code is. Is there a way to speed up the AI? Right now, I have code that iterates through 'sprite', checks what type of enemy it is, and changes their variables (X and Y coordinates, animation etc.) appropriately. It gets very slow with many of them on the screen. I normally get 1000 FPS, with 50 smart moo, it becomes 500 FPS. Granted, 500 FPS is plenty, but there is just a really basic AI, no map events, and no enemy/player or enemy/enemy interaction, and I have an i7. If this game gets more complex and I want to port it to Android or just have netbook users run it, I'll need to make some major speed improvements to keep a decent framerate.
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