Game Development Community

shooting is too expensive

by Dan Pascal · in Torque X 2D · 03/28/2009 (11:25 am) · 4 replies

i've been working on this iso shooter for a while now, learning tx2d

www.yousendit.com/download/UmNMTGszQzM5RmJ2Wmc9PQ you need Xna3.0 for this, it is a .ccgame file

use the a button (or space bar) to shoot/strafe (hold it down)

i've just recently switched those ingame objects from sprites to tile objects in an attempt to keep objects from flickering, or not drawing at all when there's too much action on screen.

that worked well, but the other objects that can't be tiled flicker or stop drawing when there's alot of bullets in the air

yes there are spark particle effects and some heavy explosions (when the enemimes die)
but take all that away for performace and it kills the game
i've experimented with particle fx vs animated sprites, and with the whole performance vs glitter thing.

This is my conclusion:

shooting is too expensive (for this platform)

i'm gonna make that robot punch enemies instead

plus i'm inspired by the demo video of that g force game with the guinea pig (google "gdc 2009 gforce")
those ninja style combat moves are incredible

#1
03/29/2009 (2:37 pm)
Have you looked at this?

www.garagegames.com/community/forums/viewthread/88169

By default it seems TX only allows 72 objects on the screen at once, but you can change this to allow for more.
#2
03/29/2009 (4:54 pm)
i'm speachless it worked
#3
03/30/2009 (5:46 pm)
also, for creating tons of the same objects quickly (Rapid fire etc), instead of creating a new object each time you might want to look into having a pool of bullets that sit off somewhere and are activated and repositioned when needed... maybe you don't need to do this though because there might automatically be things doing this, but I did something like this for TGB anyway to help neutralize any hitching while creating loads of objects.
#4
03/30/2009 (7:12 pm)
@Ezra

I believe you can accomplish this by checking the "Pool with Components" option in any scene object's Scripting rollout.