I'm working on a game (duh.) Devlog here:
http://forums.tigsource.com/index.php?topic=16548.0I am using Flixel. I think this will be my first finished, released game. The in-game world will likely be small, but hopefully interesting and fun to explore.
A big part of the game is the lighting. Right now I have a grid of black square FlxSprites whose alpha value is adjusted each update based on the location and intensity of light sources on screen.
While I would like to have the small world be one, seamless "screen", the game is already starting to see severe frame rate slowdown with only a few light sources.
I guess I have two questions:
First, is there a less memory-intensive way to get a similar-looking dynamic lighting effect? I imagine I am not doing this right.
Second, if I have to break up the level into multiple screens/rooms, is there a good way to do this with Flixel, keeping track of variables/objects in rooms, loading tilemaps etc.
Room/Game State handling is actually something I generally need to get under my belt as a game programmer, so any help/links as to how this ind of thing is normally done, or at least a sort of satndard model, if it exists, would be awesome. I'd rather not rely on programs like Game Maker in the future, so I can be a "real" programmer! Yay!