(And no, adjusting the quality didn't help.) My guess is this is what made the refresh rate drop to an utter crawl. I was suspicious for a while before that: how badly implemented does your level design have to be that it takes four slow passes to generate a tile-based level that's only a few tens high and a couple of hundred wide? Well, it turns out there's a somewhat gratuitous jelly-physics engine holding together bits of the buildings. And this is on my work machine, which is pretty turbocharged and copes fine with any other Flash game I've thrown at it. I'm talking refresh rate dropping below 1 frame per second. Lots of fun, but the performance turned *horrible* after a while.
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