Users browsing this thread: 3 Guest(s)
Super Mario World: All-Star Edition: Team Fangame Project
#43
(07-20-2012, 05:32 PM)Hoeloe Wrote:
(07-20-2012, 12:51 PM)sspp03 Wrote: Previous, the numbers on the bottom right of the screen is FPS (frames per second). It tells you the speed of which the game is playing at. FPS that is at 50-60 FPS means that its running at optimal speed, and the lower the FPS, the lag becomes more apparant as the game's slows down (as the FPS lowers)
It does appear to be that way. It might be something worth looking at, though. If the game is running at 60 (which I assume it is, since the standard is usually 60 or 30, and two of those counts are above 30), then 31 and 39, etc. are unreasonably low. Even then, a low FPS is tolerable, but not a fluctuating one. At most you want it to change by 3 or 4 FPS while playing the game. 8 - 10 is really bad. Try optimising some stuff.

The ASETeam is well aware of the problem of the lag seen in Super Mario World: All-Star Edition. Mikeystar is currently finding ways to reduce the lag and to optimize the FPS of the game. Converting .mp3 files (MPEG-3) to .ogg files (Ogg Vorbis) is one of our agendas to reduce the lag and file size. 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).
http://s4.zetaboards.com/SMWASE_Reactor/index

A top-notch Mario fangame in the works.
Thanked by:


Messages In This Thread
RE: Super Mario World: All-Star Edition: Team Fangame Project - by StrikeForcer - 07-22-2012, 08:57 AM

Forum Jump: