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WIP: Mushroom Kingdom Fusion, November 11, 2008: Demo v0.2.5 released
JudgeSpear |
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| QUOTE (Black Boo @ Mar 19 2008, 04:16 PM) | Holy crap, youre a genius!!!!! Now the last thing I need to know is: How did you get rid of the lag!? As I said before, I'm using the HME, and you have the annoying damn lag. |
Going off what Ultramario said, I did remove about 500KB of redundant code. Additionally, I made a bunch of new obj_solid objects (the ones that give Mario a solid platform to walk, but not jump through).
Before, there was just the 1x1 obj_solid block only. That object was used throughout a level. This numbered up to 600 instances in a very large level, and this can slow down the game a lot. What I did was create new types of solid blocks: 2x1, 3x1, 4x1, 8x1, 1x2, 1x3, 1x4, and 1x8. Removing the 1x1's and replacing them with the appropriate new blocks, I was able to reduce the object counts by several hundred in some levels.
Once I get the new version of this game out, it will have a new feature that will virtually eliminate lag on even older computers: frame-skipping. 100% of testers reported big fps gains when they tried the frame-skipping feature, even upwards of a constant 60fps.
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They're dogs! AND THEY'RE PLAYsmurfing POKER!!!
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JudgeSpear |
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| QUOTE (Black Boo @ Mar 19 2008, 08:42 PM) | | Ohhhh... Sweet idea! I'll try that. But what did you mean by "redundant code"? |
Example:
| CODE | if other.hitpoint = 0 { sound_play(snd_kick1) instance_create(x,y,obj_200pts) }
if other.hitpoint = 1 { sound_play(snd_kick2) instance_create(x,y,obj_400pts) }
if other.hitpoint = 2 { sound_play(snd_kick3) instance_create(x,y,obj_800pts) }
if other.hitpoint = 3 { sound_play(snd_kick4) instance_create(x,y,obj_1000pts) }
if other.hitpoint = 4 { sound_play(snd_kick5) instance_create(x,y,obj_2000pts) }
if other.hitpoint = 5 { sound_play(snd_kick6) instance_create(x,y,obj_4000pts) }
if other.hitpoint = 6 { sound_play(snd_kick7) instance_create(x,y,obj_8000pts) }
if other.hitpoint > 6 { sound_play(snd_kick) instance_create(x,y,obj_1uppts) }
other.hitpoint += 1 |
I made this into an external script in the game. This script handles points given depending on consecutive hits by a shell, invincibility, or POW blocks. Originally, Hello had a copy of this snippet of code several times in one enemy for collisions with invincibility, shells, or POW blocks. There are 50 enemies programmed with the engine. So, that means the above code was needlessly copied at least 300 times (50 enemies, 6 times each). I removed all of them (took 5 hours) and had them called as a function. Not only did it reduce the code size by 300-500KB, it also makes it easy to update.
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They're dogs! AND THEY'RE PLAYsmurfing POKER!!!
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Sturm |
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I 've played your game, and I 've got 60 fps everytime (58 - 56 - 60). This engine sems to be more optimized than the other. SMFusionv0002 comp specs: Intel pentium D 3.00 3.00 Ghz (dont buy this. IT SUX) Ati Radeon 2400 hd pro 1024 ram OpenAl suport If posible, add a little of action in world 0 :P This post has been edited by Sturm on Mar 20 2008, 06:04 PM
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JudgeSpear |
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v0.1 Beta will be a massive update from v0.0.0.2 Beta. I cannot give a firm date for v0.1's release because of my sporadic schedule. However, I will give regular updates on the number of levels I have completed since the release of v0.0.0.2. Many of them you may already know from the videos I post on YouTube. Others are unannounced. Since v0.0.0.2, I've made a total of 7 new levels: -World 1-2 (The Transitway). This is a recreation of the SMB Lost Levels competition level from the ultra-rare PowerFest '94 SNES cartridge. -World 2-1 (The Grand Canyon) -World 2-3 (Verdant Plain) -World 7-1 (Tetropolis) -World 7-7 (King Watinga's Revenge). WARNING! THIS IS A HARD OPTIONAL BOSS!! -World 9-6 (The Library) -World 9-7 (Covenant Thy Veggies). Halo Secret Level. These are the two levels I'm currently working on: *A level from the first Megaman game. *A secret level based on a Genesis Disney game level. Here are the remaining levels to get done: *A Castlevania level. *One or two Sonic levels. *Traditional Mario levels to complete World 1. And now, here's a small FAQ I wrote: Q. Can I play this game with a joystick? A. Use a keyboard-to-joystick emulator to use your gamepad or joystick. Xpadder: http://xpadder.com/Joystick 2 Mouse 3: http://atzitznet.no-ip.org/Joy2Mouse3/Q. I downloaded the mp3 music pack, and I get no music. A. First, it is a ZIP file. Extract the contents of the ZIP file into the "music" folder of the main Mario Fusion folder. Use WinRAR (http://www.winrar.com) to extract the mp3 files from the ZIP archive. Q. This game sucks! It's a disgrace to Mario! The graphics/music do not fit Mario! I wish you to die a horrible death for making this abomination! A. If you don't like this game, it's your opinion. Do not crap all over other people because they like it. Stop taking your supposed Mario fandom so damn seriously that you overreact and spout melodrama all over the internet. If you want a pure Mario game, go play the original Nintendo games. This is a fan mashup Mario game. Get over yourself. This post has been edited by JudgeSpear on Mar 21 2008, 05:20 PM
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They're dogs! AND THEY'RE PLAYsmurfing POKER!!!
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OniLink10 |
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| QUOTE (JudgeSpear @ Mar 19 2008, 08:51 PM) | Example:
| CODE | if other.hitpoint = 0 { sound_play(snd_kick1) instance_create(x,y,obj_200pts) }
if other.hitpoint = 1 { sound_play(snd_kick2) instance_create(x,y,obj_400pts) }
if other.hitpoint = 2 { sound_play(snd_kick3) instance_create(x,y,obj_800pts) }
if other.hitpoint = 3 { sound_play(snd_kick4) instance_create(x,y,obj_1000pts) }
if other.hitpoint = 4 { sound_play(snd_kick5) instance_create(x,y,obj_2000pts) }
if other.hitpoint = 5 { sound_play(snd_kick6) instance_create(x,y,obj_4000pts) }
if other.hitpoint = 6 { sound_play(snd_kick7) instance_create(x,y,obj_8000pts) }
if other.hitpoint > 6 { sound_play(snd_kick) instance_create(x,y,obj_1uppts) }
other.hitpoint += 1 |
I made this into an external script in the game. This script handles points given depending on consecutive hits by a shell, invincibility, or POW blocks. Originally, Hello had a copy of this snippet of code several times in one enemy for collisions with invincibility, shells, or POW blocks. There are 50 enemies programmed with the engine. So, that means the above code was needlessly copied at least 300 times (50 enemies, 6 times each). I removed all of them (took 5 hours) and had them called as a function. Not only did it reduce the code size by 300-500KB, it also makes it easy to update.
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Ugh, how did u turn that into a Script?! I turned it into a Script and replaced the Code, but all it did was give me Errors. -_-
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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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