Thanks all for your help. I have improved frame rate on my powerbook
at 1280x854 to over 30 frames a second by changing the way how I deal
with the background and how I access the objects, also the pragmas
helped!
I did get a speed increase when using it at 1024x768, I use the MBS
plugin to resize the screen and that gave me the black borders around
the edge. Personally I prefer to play my games in Widescreen if I
can, I don't really know why.
I was thinking I might make it Auto detect the best resolution for
the game, I am sure I have seen this before in a game but I cannot
recall which one. Where the game did some tests and then set the
'best' resolution for you. You could of course change that resolution
if you wanted to.
Once again thank you all for your help. I am so glad there is this
list with people on who are so willing to offer advice and help. My
game is coming along (slowly). Finally all these years of playing
video games can become useful :-)
On Sep 29, 2005, at 6:00 PM, realbasic-games-
request at lists dot realsoftware dot com wrote:
The game is an Adventure game, like the old Zelda or Pokeyamom (I
mean
Pokemon). The graphics are all tile based and are dependent on screen
size. For arguments sake lets say we are running in 1280 x 854, so
each tile is 128 x 128 thats ten tiles wide and 7 high. Its always 10
tiles wide so if its 640 x 480 the tile size is 64.
There is no law that you have to use the full screen for the game
(even
in full screen mode). I have been designing my full screen games
to be
4:3 aspect ratio, but the maximum resolution that I currently support
is 1024 x 768. You can draw a Window with a Black background and then
you have your Canvas/SpriteSurface/RB3D positioned in the center
with a
black "border" around. This also keeps the game play the same whether
the user has a widescreen or not.
By limiting the screen to 1024 x 768, you will only be drawing 71% of
the current number of pixels (786,432 instead of 1,093,120) so you
should get about 25% more power.
Mahalo & Aloha,
Sam Rowlands
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