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Super Mario World: All-Star Edition: Team Fangame Project
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(07-22-2012, 01:39 PM)Hoeloe Wrote:
(07-22-2012, 08:57 AM)sspp03 Wrote: Two nights ago from this post, I was on IRC chat in the SMWASE forum suggesting to externalize the backgrounds used in SMWASE and to delete unneeded backgrounds in the game's dev source (a dev source is a privately-owned and distributed .gmk file).

May I point out that I'm a game developer, and that won't boost the FPS. Lower the filesize, yes, but not boost the FPS. Filesize is less of an issue, to be honest.

To boost the FPS, you need to optimise the code. Are you running hundreds of different checks when you only need one? Are your loops terminating properly? Are you calculating things multiple times when you could just store the value in memory? Things like that are what you need to consider. Optimisation isn't about deleting resources, it's about going through your code and making lots of fine adjustments to ensure that the code runs at its maximum potential. It seems to me that you haven't done a particularly good job. Such a variable frame rate may imply that you don't have very good garbage collections, which will reduce available memory for computation and storage, and possibly cause crashes if you leave the game on too long. I'd seriously consider looking through the code very critically. If it's running that slowly though, it might be worth starting from scratch and paying more attention to how the code is structured (which I've done before more than once).


Same here, I've done this more than once. I don't really think it's lagging issues though, I get a reasonably good frame rate when I play the game. I think it's the loading time though. 20-40 FPS is what I normally get. We've restarted ASE's progress dozens of times due to this problem. The latest ASE Source has improved on the code and the computations are getting much better than they were since we first started.

And yes, you are right about reducing the file size. sspp03 was wrong about that one. We're still making adjustments here and there so the FPS can go higher than it used to be.
My name is Mikeystar, I am the co-founder of Super Mario: All-Star Attack!, a Mario fangame started by me and ~CaMtEnDo~ in the year of 2010.

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RE: Super Mario World: All-Star Edition: Team Fangame Project - by Mikeystar - 07-23-2012, 05:36 PM

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