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Thread: Q about Background System Object and Parallax

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    Q about Background System Object and Parallax

    Okay, I don't want to use layers for parallax scrolling as that would cause too much lag.

    I was going to use the background system object method instead, however, my levels might be a bit on the large side. Before I go through the trouble of using this method, I was wanting to know if very large background system objects would cause any sort of performance hit, or use a lot of memory or something.

    Any info appreciated. Thanks

    Edit - Also, I need to know if it would also affect HWA somehow using a large BGS object as well, as I might decide to convert it to HWA at a later date. I'm not sure how HWA handles large background textures.

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    Re: Q about Background System Object and Parallax

    Using the background system object should not cause any problems. I have used it in the past and it seems to do fine.

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    Re: Q about Background System Object and Parallax

    Quote Originally Posted by izac
    Using the background system object should not cause any problems. I have used it in the past and it seems to do fine.
    Ok good, thank you!

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    Re: Q about Background System Object and Parallax

    No problem!

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    Re: Q about Background System Object and Parallax

    You could also use the Parallaxer Extension, although I don't know if it compatible with HWA yet.

    stephen1980
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    Re: Q about Background System Object and Parallax

    If you are in HWA, you should use Layers...

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    Re: Q about Background System Object and Parallax

    Quote Originally Posted by Sphax
    If you are in HWA, you should use Layers...
    Okay, just so I understand this correctly, layers in HWA won't lag? From what I understand it lags in standard because of the way actions/collisions are calculated above layer 1. So, in order for me to have background parallax, I'd have to put the game on layer 2. That isn't a problem with HWA?

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    Re: Q about Background System Object and Parallax

    I don't know what the issues about collisions and actions you refer to are, but in software mode MMF has to work out what has changed on screen with each game loop and redraw it. When you have layers, there is more to redraw (eg: if a sprite on layer 5 changes, MMF has to also redraw anything that is under it on layers 1 to 4). So when scrolling with parallax layers you are giving MMF a lot of work to do.

    In HWA mode the graphics card takes over a major part of the time consuming redraw and MMF only has to worry about working out what to tell it to redraw. Of course all the game logic, collision detection and everything else still has to be done by the CPU but the load on it for redrawing the screen is massively reduced.

    I would recommend having a go with HWA - do some testing and find out what you can do with it and how far you can push it. There are different considerations when working in HWA but that's something to learn as you go (eg: keep graphics size and widths close to and under the power of 2, ie: 32x32, 64x64, 128x128, 256x256 and combinations there-of, or matching your frame rate of the game to what you expect your users monitor display refresh rate to be). You should find you can add several layers with out an impact on speed and with some planning (avoiding objects and methods that bring performance down) you should find you can get a lot out of it.
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    Re: Q about Background System Object and Parallax

    Okay thanks a lot AndyH! That is a lot of good info to know there. I'm definitely going to try out HWA then, as that would be a lot better than trying to use the background system object. You are right, I will just need to test and see what methods I can use, and optimize my game accordingly.

    I just didn't want to start out using a method that won't work but sounds like it will with some planning

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