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Thread: Pixel By Pixel Custom Platform Movement, a Bad Idea?

  1. #11
    Clicker

    Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Android Export Module (Steam)HTML5 Export Module (Steam)iOS Export Module (Steam)Universal Windows Platform Export Module (Steam)

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    Running too many loops and not keeping scope as narrow as possible can result in strain on the engine if you have too many objects at once, but everything in this gif is running using fast loops. From the player to the enemies, and every bullet and the particle effect generators and even the destructible terrain, and it stays at 60 fps (the gif is recorded at 33fps). (ignore the attachment, it's a jpeg, lol)

    Til The End Stress Test

    Oh, and the yellow enemies are all using dynamic pathfinding and line of sight detection as well.
    Images attachées Images attachées

  2. #12
    Clicker Fusion 2.5Fusion 2.5+ DLC

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    Thank you for taking the time to help me. You have been a big help. Your game looks fantastic!!

  3. #13
    Clicker

    Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Android Export Module (Steam)HTML5 Export Module (Steam)iOS Export Module (Steam)Universal Windows Platform Export Module (Steam)

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    Quote Originally Posted by Edel View Post
    Thank you for taking the time to help me. You have been a big help. Your game looks fantastic!!
    No problem! Good luck!

  4. #14
    Clicker Fusion 2.5

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    Tried clicking some of these examples to see how the code looks (with assigning a FastLoop with a fixed ID capture inside of a ForEach loop), but it won't let me download it. Just says "attachment.php" and doesn't go anywhere from there.

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