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Thread: Quick backdrop vs normal backdrop - which is better in tile based game?

  1. #1
    Clicker Fusion 2.5 MaciOS Export ModuleInstall Creator Pro
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    Quick backdrop vs normal backdrop - which is better in tile based game?

    Is there any difference performance/memory -with these:
    1. Using multiple single tile 32x32 pixel motif quick backdrops.
    2. Using multiple 4x4 tiled 32x32 pixel motif quick backdrops that cover same area than in the case 1.
    3. Using multiple 32x32 pixel normal backdrops to cover same are as in the case 1.

    ????

    In all the above cases backdrops are not used for collision detection.
    If there would area that had 100 000 tiles would these methods have significantly different performances?

  2. #2
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export Module
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    Nicholas Martin's Avatar
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    I am not at my PC to test now but you could try looking at the debugger and see what uses more RAM and/or task manager to check CPU usage. That should give you a basic idea

  3. #3
    Clicker Fusion 2.5 MaciOS Export ModuleInstall Creator Pro
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    Since object duplication has limit of 5000 and launching with debugger seems to crash with >30 000 tiles (173*173 tiles), I am hoping little more technical answer then "find out yourself". Is there like proper manual that explains these? Most of the stuff I need, I can't find on the F1 help and have to go asking and searching for.

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    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export Module
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    Sorry I don't have the answer for that myself. Maybe one of the devs can answer that question. I do know from my experience I used quick backdrops in my endless runner game "Fluffee 2 the rescue" for long repetitive tiles and it helped performance a lot. For games that had massive levels I would load/unload objects as they get close to the frame using an array. It all really depends what kind of game you are making but there are many ways to make massive levels without killing performance.

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