I've done this a few times before, but I encounter low fps, especially on a phone. I would like to learn some optimization methods within the framework of the engine's capabilities. For example, I already use this optimization method, where the tiles are used the same on the screen, but when the player moves, they change their position in the data array and move towards the camera, there are no tiles outside the camera. But even so, there are significant lags, especially when I need to add a second layer of tiles.
best ways to optimize tiled system
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A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.
Thank you for your patience whilst we've worked on this and we look forward to more exciting community developments soon!
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I've done all sorts of optimization tests for Android, what I can say is that on Android it's much better to make a big map (with TILED) (a single big PNG for the objects) rather than lots of tiles
i've made a mfa to export a big fusion scene in one .png if you want
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I've done all sorts of optimization tests for Android, what I can say is that on Android it's much better to make a big map (with TILED) (a single big PNG for the objects) rather than lots of tiles
i've made a mfa to export a big fusion scene in one .png if you want
Wow, how does it work? Is it possible that your code can bake a map in png, for example, while loading a game? or can your code do this at the development stage, without the ability to bake the map directly in the game and preferably on android?
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why is it important to make the map directly in the game? i think it's better to make it before and modify the mfa
Please login to see this attachment.
(i made a mistake, it makes a BMP and not a PNG but it isn't a problem)
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why is it important to make the map directly in the game? i think it's better to make it before and modify the mfa
Please login to see this attachment.
(i made a mistake, it makes a BMP and not a PNG but it isn't a problem)
This is important to me because I would like to be able to change the map directly in the game, for example, to put a block or remove something on a specific tile.
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then i think this is not he best way
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then i think this is not he best way
i cannot see your mfa, but I guess you used a surface?
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click on the blue link , yes i used surface
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I don't understand what you've written in your code. But considering the graphics, this is definitely something you want to print and delete backdrops for, and use array data to retrieve collisions if possible. At least the graphics style would allow for it. Also, I have no idea if the application was even supposed to do what it did. I just got a bunch of "sections" of a map flash before me, until it started making an asynchronous beeping sound and crashed.
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no,
there is a very big scene with a lot of small tiles
with this mfa you can save all the scene in a single .bmp file
at the end, look in the folder and you will see the .bmp
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Okay, I see now. So it's really that big a problem to run several small backdrops on mobile? I make 4000x4000 levels with 15000-20000 backdrops printed, so I guess I'm screwed then. I guess I just have to hope something changes by the time I get the game done. Unless it's possible to print the scene like this without showing it on the screen?
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you must try ... but i think that 20000 is too muh for android...
perhaps it's possible to include my mfa in yours but it will take few secondes at the start, and i d'ont know if the result will be the same on android because sometimes there are ifferences with the same program when it works on PC or android
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юOh, I forgot to check your mfa. But I see you're talking about how your code works on Android, and since you said you're using surface, I'm a little confused about your reasoning, because surface isn't supported on Android, is it? Or maybe I got something mixed up in your messages referring to translation errors or just my carelessness.
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you don't unsterstand what i want to say.
if you make a game , composed by 20000 actives disposed where you want for the background , it works fine on PC but it lags on android.
Android can easily draw a big .BMP but not 20000 actives.
then my program can take big picture of the scene with all the actives and make a .BMP.
you just have to replace the actives composing the background by the . BMP and it will work fine on android.
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