tilled background glitch when scrolling

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  • It's worth also looking at non-power-of-two tiled background sizes, because they draw completely differently.

    Do they have to be square to get that bonus? Or would a 256x128 tile render the same way as a 128x128?

  • They have to be square.

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  • Okay, get this...

    450 of 32x32 box objects... ~180 FPS

    450 of 32x32 sprite objects (just a box drawn)... ~450 FPS

    450 of 32x32 tiled background objects (same box drawn inside)... ~220 FPS

    ONE 32x32 tiled background stretched over 800x600 layout... ~ 420 FPS

    Well... what can I say? Goodbye, Box.

    P.S.: My machine is Intel Celeron 2.4 GHz, 1.5GB ram, ATI Radeon 9550 256 MB. The mother board is insanely crappy, though, they've subbed the suckiest one in for the one I fried.

    Edit: I went ahead and gave each of tiles five different animations - just a different color - and randomized each tile.

    450 of sprites, each has five different one-frame animations... ~260 FPS

    Why was I worrying about tiled maps again?

    Edit2: Tried creating 10000 sprites... Doesn't show the window at all, though debugger shows 10003 instances and 0 (1.#Jms) as FPS. Yikes.

  • Well, since most people generally have most sprites, I've put most effort in to optimising the Sprite object. Which explains why it's fastest. As I said before, optimisation can be tricky business.

  • Well, since most people generally have most sprites, I've put most effort in to optimising the Sprite object. Which explains why it's fastest. As I said before, optimisation can be tricky business.

    Must be in did. And it must be hard as well. I used to do do php and xhtml stuff, and optimising thise was pain in the ass.

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