Okay, so I looked at your source, and your act() methods are all pretty long.... which contributes to lag. However, for something like this:
if(frame > 4)
{
frame = 1;
}
if(frame == 1)
{
setImage(frame1);
}
if(frame == 2)
{
setImage(frame3);
}
etc.
You can use a switch method to make sure the computer doesn't go checking through all 5. Switch would be like this:
switch (frame)
case 1: doThis(); break;
case 1: doThis(); break;
case 2: doThis(); break;
case 3: doThis(); break;
case 4: doThis(); break;
default: doThis(); break;
}
For the switch, the computer takes the number you input into the parenthesis, and goes to the case associated it. This would be faster than your original code, which checked if the number equals 1, and then checked if it equals 2; basically, the computer just does the searching for the number once in the switch. So basically, try to cut down on the amount of things the computer does.
Hola, un Inglés de traducción de las normas sería útil. Además, el daño a los peces que la primera vez que descubrir, lo que es molesto después de un tiempo.
This took me a few weeks to make, but I can tell you how the save/load works. Basically, there's a few variables that define the game. Atk, def, spd, lp, shield, etc. I then put all of them into one string, do some coding, and then output it. Then i make a decoding thing for it, which decodes everything, and then restores the variables. If there's something wrong with the decoding, the program throws an error, which is why you see the error message if you press "cancel".
Is the large panel [the grey stuff] really annoying anyone? Since that happens because i removed the frame... I could put it back if people think this doesn't look that good compared to the buttons.
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