big10p,
thanks. Not too sure what the slow down was. We do however use standard primitives now for the buttons instead of BCF bitmap buttons though I don't think it was caused by BCF.
When do you get slowdown?
In fact the frontend and game uses render tweening so although the RenderWorld/UpdateWorld may report less than 85 FPS the game logic is still running at FPS and the render tweening should handle the 'missing' frames ok so not as to actually slow the game down.
We are very near completing RetroSphere, we just need to;
1) Add another 40 tracks or so.
2) Get it so that the menu can be 'driven' with the keyboard.
3) Get the practice mode working (this will allow you to select a track and select which track tile types you want to disable/enable, also it will let you load in your own custom track)
4) Improve the in game instructions which nice gfx showing the different track tile types.
I think that's it. Then we approach a publisher I guess (and start work on a new project).
thanks. Not too sure what the slow down was. We do however use standard primitives now for the buttons instead of BCF bitmap buttons though I don't think it was caused by BCF.
When do you get slowdown?
In fact the frontend and game uses render tweening so although the RenderWorld/UpdateWorld may report less than 85 FPS the game logic is still running at FPS and the render tweening should handle the 'missing' frames ok so not as to actually slow the game down.
We are very near completing RetroSphere, we just need to;
1) Add another 40 tracks or so.
2) Get it so that the menu can be 'driven' with the keyboard.
3) Get the practice mode working (this will allow you to select a track and select which track tile types you want to disable/enable, also it will let you load in your own custom track)
4) Improve the in game instructions which nice gfx showing the different track tile types.
I think that's it. Then we approach a publisher I guess (and start work on a new project).