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Mario Roots, Jr Koopa AI
Xgoff |
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you really don't want to use layers unless:
1. you're running your game in hardware mode 2. you absolutely have to have backdrops in front of actives 3. it makes your life a little easier ie HUDs and parallax
layer 1 is special since it isn't transparent, so for the most part, backdrop objects can be optimized since they can't move nor can they occlude other objects (occlusion forces MMF to redraw lower objects when objects above them and overlapping them move)... obviously as backdrops make up a huge part of your levels this is a good thing; active objects (and other objects that can move and appear above backdrops), of course, can't be optimized since they can move and therefore could fudge up the display if they didn't force a redraw things that were below them (a pretty expensive process)
layers above 1 can't use said optimizations for the same reason as active objects, so EVERYTHING is displayed like an active object since that's pretty much the only choice; throw a ****load of backdrops on there and it'll be the same thing as actives minus the obscene amount of memory your app would use if you had "dead" actives
this is pretty much irrelevant in HWA mode and i believe everything is displayed like an active object no matter what layer it's on, since it's basically just a 3D scene as far as the GPU is concerned
... i don't know why collisions would be less efficient on higher layers since the collision masks for each layer are separate so it's not like it has to "flatten" them or anything, but i didn't program MMF either so it's probably yet another optimization
wow i really went off on a tangent lol
This post has been edited by Xgoff on Aug 31 2008, 11:43 PM
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kirbyhi5 |
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your typical MMF user
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I'll have to worry about making everything 1 layer when I'm done with my NCFC entry. For now: (Copy/Paste from topic post) September 8th , 2008Misc. Update: I am done with the sub-app pause menu. Now you won't have to ever worry about the game sometimes randomly freezing while pausing, lol. Fixed up all the loose ends at Mushroom kingdom aswell. I have added an Item shop. Also a new skill: pick up was added. You can pick up objects and throw them. The longer you hold ctrl down, the farther it goes. LATEST DOWNLOADS: N/A LATEST SCREENSHOTS: Item shops have a Mushroom symbol next to them. Let me also explain that you can now enter levels STARTING as lily, your shields, AND power ups from previous levels. This beats having to always switch to lily at the beginning of the stage if you wanted to use her for various advantages.  Talk to the store clerk to access the item menus. Note: Different item shops will offer different items later in the game   You can either buy or sell items. Selling an item is always around 30% lower than the original price  Of course, this item shop doesn't offer every item available.  "Amount" will be changed to "Coins". thats about it for now. Only two tasks left to finish this week and I'll be right on schedule. LATEST VIDEO: N/A This weeks plans to finish by Sunday: -create sub-app pause menus screen.[COMPLETE] - add the skill "pick up items".[COMPLETE] -Finish gimmicks for Peach's Castle level. -tie up loose ends for Mushroom Kingdom.[COMPLETE] - Start working on BG's for Prison Cell level. This post has been edited by kirbyhi5 on Sep 8 2008, 09:57 PM
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OniLink10 |
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C++ Programmer, Unofficial Physicist, and Unofficial Chemist
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| QUOTE (kirbyhi5 @ Sep 8 2008, 08:02 PM) | I was originally aiming for that, but the last chapter 1 level contains alot of key-point story info. It'll take some weeks to finish.(also considering I want to make the chapter boss very epic).
4 story-mode levels Maybe 3 or 4 challenge mode levels.(don't worry I made them MUCH easier now.)
so around 7 or 8 total. I only have 2 levels left, and I still have until October, so I'm sure it'll get done. |
Yay! My game has 1 Level, 1 Boss, and 3 Cutscenes to Program before it's ready for the October Demo. Lol. We also have a bunch of Sprites to make. And a Major Glitch to fix.  Anyways, I can't wait for the next Demo! This post has been edited by OniLink10 on Sep 8 2008, 10:46 PM
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| QUOTE (Xgoff @ Sep 10 2009 @ 06:11 PM) | did you try hello's engine
make sure to not ****ing change anything before using it! |
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kirbyhi5 |
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your typical MMF user
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September 10th , 2008finalization of pc NEWS: I usually don't update this often, but well there isn't much left to work on level-wise for PC(Peach's Castle). SO, I made a final video of it, since I like showing things animated rather than still pictures. The levels are short, yet they still take around 1-3 minutes to complete. I'm also not trying to go all out, since again it's still chapter 1. 1 gimmick per level is good enough. Checking my schedule, I only have one task left to do before Sunday, so all is rollin good. VIDEO: http://www.youtube.com/watch?v=SRfzr5RtG3sIf you have any suggestions/problems/questions about the video, please feel free to post them. input is great stuff. input doesn't always mean compliments. I just want feedback on what you think so far. This post has been edited by kirbyhi5 on Sep 10 2008, 11:51 PM
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