coyotecraft
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Investigating the MUGEN fighting game engine. Has anyone here messed with it before?
Once you hit the limits of the engine you'll get very frustrated and then everything becomes a mess of resource, I'd rather create a more flexible fighting engine with a good scripting system than use Mugen, however it's good for regular street fighter clones, just don't expect to be able to do something amazing in it.coyotecraft":2zvkkwjr said:Investigating the MUGEN fighting game engine. Has anyone here messed with it before?
coyotecraft":2svns23n said:I wonder if using blank tiles in areas that aren't observable would conserve resources. You know like the computer can render 100 blank tiles faster than 100 grass tile, or is it all processed at the same speed?
coyotecraft":thnyz70r said:I suppose if the blank tile is part of the tileset. But the empty tile on the top row is separate. It shouldn't use the tileset to draw blank tiles.
Going with that, I think you can assume it would be better to keep the tileset as small as possible by putting some graphic by themselves as event graphics.
Edit: well, created a 500x500 map and filled it with crap. Thinking it would cause some lag, but I guess it's 2013 and I've gone through 2 computers since the last time I did something like that. On today's computers it's not going to make a difference.
Also, turning off smooth mode actually made the screen look smoother. I noticed some screen tearing at 40fps with it on and didn't see any at 20fps with it off. This was in RMXP. But RMXP doesn't run the way is should on my windows7 laptop. Like it doesn't start instantly, instead I stare at a black screem for about 15sec before the tilescreen pops up, and after winning a battle there is a delay before the victory music starts.