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Thread: Faster Runtime

  1. #11
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    Konidias's Avatar
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    I would just make your game in the resolution that best fits the iphone/ipad. It will look just fine on Mac/PC without adjusting it since those can easily handle the resolution that iphone/ipad has. Just use landscape view since it's a mario/sonic type game... You really don't wanna design your game in a more traditional box type window because you're going to get huge black bars when running it on phone/tablet resolutions.

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    For iphone and ipad you gotta use the device resolution, 640x480 won't work. And you may need different versions, yes.

    800x600 is way too much for a side scrolling game, I would go for 320x240 (some Sega Genesis games run at an even lower resolution) you can scale that up to fill the entire screen or just resize the window and it will work fine and fast, still use HWA to make it run smooth.

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    ok, the problem is resizing all the graphics without getting ugly pixelation. is there any easy way to do this?

  4. #14
    Clicker Fusion 2.5 DeveloperHTML5 Export ModuleSWF Export ModuleInstall Creator Pro
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    320x240 res upscaled works for retro games, but if you want high resolution graphics, blowing up that tiny window on a large display is going to look ugly. Not to mention the graphics would lose a lot of detail being shrunk down to that size.

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    Quote Originally Posted by FinalSpecimen View Post
    ok, the problem is resizing all the graphics without getting ugly pixelation. is there any easy way to do this?
    You're doing retro pixel graphics right? What you need to do is go into the picture editor and check Proportional and Stretch but NOT resample. Then for the dimensions just cut it in half (or whatever it is you need to do). So for example, if you have a 32x32 image, check the boxes for Proportional and Stretch, then type in 16 instead of 32 and apply. For non pixel art, resize in whatever app you made the graphics in. Since you'd have to adjust the size of every frame, it might just be easier to resize the graphics in whatever program you may have used, such as Photoshop, then import them again, even for pixel art.

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    Under storyboard controls you got backdrops and you can delete backdrops from there.

  7. #17
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    Quote Originally Posted by Fanotherpg View Post
    Under storyboard controls you got backdrops and you can delete backdrops from there.
    @Fanotherpg - I don't know why I never noticed that, thanks!

    @ Shawn and oruga - instead of resizing my graphics, would using the window control object to resize my frame to lower resolution achieve the same effect, or is it still reading the same amount of data?

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    Quote Originally Posted by FinalSpecimen View Post
    @ Shawn and oruga - instead of resizing my graphics, would using the window control object to resize my frame to lower resolution achieve the same effect, or is it still reading the same amount of data?
    I'm pretty sure you could use the windows control object to make the game window smaller rather than go through and shrinking all of your graphics you already have. But I don't think you'd see any performance improvement since it's still loading the full size graphics into memory, just the display window is smaller.

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    Quote Originally Posted by Shawn View Post
    I'm pretty sure you could use the windows control object to make the game window smaller rather than go through and shrinking all of your graphics you already have. But I don't think you'd see any performance improvement since it's still loading the full size graphics into memory, just the display window is smaller.
    My average memory is around 200 mb per level. Is that unusually high? What would be ideal? And also, if I do things like cutting out "always" commands, will this have a direct impact on the memory displayed in the debugger, or will it just improve overall performance since the program's not looking constantly for events to run?

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    If your target runtime is Anaconda, you should be testing in Anaconda right now. It's a completely different codebase from the standard runtime, so you won't get an accurate idea of how it's going to run. You are using HWA, right?

    Quote Originally Posted by Morbus Crohn View Post
    Reduce the always condition whenever you can.
    An "Always" condition doesn't add any overhead, because the runtime runs through the event list once per frame anyway. What could add overhead is the actions attached to that "Always".

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