Actually working on a RTS game.
I read somewhere in the forum that it’s better to develop an android game in 16:9 resolution to fit to android mobile devices. So I’m working in 1024/576 with original sized units sprites.
I would know if a smaller resolution with “custom resized” sprites ( resized by gedevelop) would be less performance consuming.
I would also know if there is a trick to replace “separate enemies”. It seems very performance consuming with all the collisions checks. ( i would like to show a bunch of units at the same time and i don’t want them to hide each other)
At last i would like to know if animations number of frames has a great impact on performance. For example is there a big difference between 2 or 7 frames for a walking animation?
“A trick to replace separate enemies” : there is an action event that separate objects using their collision masque. I think it’s very performance consuming so i would like to know if something else is availabale to seperate my objects.