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https://steamdb.info/search/?a=app&q=527140
*create*
zoomminh = 288
zoommaxh = 2880
*step*
///zoom
if mouse_wheel_down() && view_hview[0] < zoommaxh
{
//zoom out
view_hview[0] = view_hview[0]+72
view_wview[0] = view_wview[0]+128
}
if view_hview[0] > zoommaxh
{
view_hview[0] = zoommaxh
}
if mouse_wheel_up() && view_hview[0] > zoomminh
{
view_hview[0] = view_hview[0]-72
view_wview[0] = view_wview[0]-128
}
if view_hview[0] < zoomminh
{
view_hview[0] = zoomminh
}
view_hborder[0] = view_wview[0]/2
view_vborder[0] = view_hview[0]/2
Maybe give the enemy side some buffer hero units of their own to balance things out.
I had numerous theories on what things might be draining my performance, but after running a profile on it I was pretty shocked. It isn't all the blood, bullets, casings, large surfaces, targeting ai, sprite scaling, or any of the other things I was suspecting.
Turns out my biggest hit, consuming 38% of my step event with over 300,000+ calls to it during a single game, was old collision code checking that I forgot about. Getting rid of that really did a number on boosting my performance.
Thanks again!
By which I mean, the blood or casing is an object and moves and spins, but upon stopping it is "captured" and drawn to a surface and then the object is deleted. They don't exist for more than a very brief period of time. Much like a particle effect.
I currently have my instance_nearest targeting checks only occur if the unit has no target currently, such as their previous one being dead or out of range. I'd assume that would be accomplishing roughly the same thing.
Any fancy lengthdir stuff or other calculations going on with your objects?
I'm most curious about how you handled your combat with 1000+ instances like that and good speeds. How complex is each object? Any optomization tips / tricks to keep your stuff running nice with all that going on?
I ask because one of my own hobby projects, and overhead shooter with a lots of enemies, bullets, shell casings, and blood flying about, tends to bog down at around 300+ enemies on screen and ~1200 objects.
Spear - Life=200, damage=3
Captain(gold_armor) - Life=400, damage=5
Knight - Life=550, damage=7
Archer - Life=150, damagemeele=2, damagerange=7
Firemage - Life=100, damgemeele=2, damagerange=50
Darkmage - Life=100, damgemeele=2, damagerange=300
////////////////////////////////////////////////////////////////////////////////////////////////////
Orc_sword - Life=80, damage=7
Orc_shaman - Life=80, damagemeele=18,damage(runestone)=8
Sorry for another comment, but I would actually like to know the stats for each class, if that is okay, that way I can build more of a well balanced strategic army on both ends. Thank You.
Okay, good to know you have thought this through, me and my gaming partner have gotten into this game, and just wanted to know if the features we thought of would get added, so it is cool that you have already thought of it, and I like the idea of multiple heroes for each faction.
Hey there, I was wondering if you could add a multi-map function, for example, adding a room such as: Vulcano, Mountains, Coast, Farm, etc.
Also if possible I would enjoy it if you added the following:
Human and Orc Warrior...Sword and shield.
Orc Spearman.
Orc Archer.
Human King. (Only 1 is placeable, they are basically a knight but with a crown, maybe a cape.)
Cavalry.
Orclord. (Only 1 is placeable. They are the equivalent of 4-5 Orcs in damage and health.)
If you need any help with scripts or any more ideas, just message me.
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