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To stabilize the framerate, don't draw the entire map. Use For(A,0,12For(B,0,8Tile code hereEndEndDon't draw the entire map, only draw what's on the screen. It keeps it fast and framerate constant, because it draws the same number of tiles each time. And yes, keep the values in the for loop like that. It seems one more than you would use but you need to draw the tiles offset.
My speed worries are over, thanks to optimization in collisions and the code leafiness gave me. It looks like it will run in 6mhz! In this update, I've gotten orb collecting and enemy collisions working.I now am done with the final level design of the first act: Razor Forest. I'm hoping to make levels similar to the ghost houses in Super Mario World, in that they will try to make you get lost while playing them. I plan on being especially cheap with some of the later levels. On another note, I tried using crabcake, but Axe told me that AxesOn and AxesOff were invalid. I had to to compile it as an app in this case, because it crashed otherwise (it's over 9,000 bytes in size). Was there something I was doing wrong with crabcake?