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Title: Splunko Post by: QOG on July 08, 2010, 08:25:05 AM I made a Spelunky demake for the GameJolt contest.
(http://i616.photobucket.com/albums/tt244/QOG/splunk2.png) (http://i616.photobucket.com/albums/tt244/QOG/splunk.png) Play -> http://gamejolt.com/freeware/games/platformer/splunko/2815/ Original -> http://forums.tigsource.com/index.php?topic=4017.0 Feedback appreciated. Title: Re: Splunko Post by: lokijki on July 08, 2010, 03:21:53 PM Ran incredibly slow for me... was almost unplayable. Also seemed a bit too blurry.
Ran fine at the menu, just not in the actual game. Title: Re: Splunko Post by: QOG on July 08, 2010, 06:07:44 PM Ran incredibly slow for me... was almost unplayable. Also seemed a bit too blurry. That's odd. I'm thinking it's a problem with your graphics card.Ran fine at the menu, just not in the actual game. Title: Re: Splunko Post by: pgil on July 08, 2010, 06:22:39 PM It was slow for me too. Are you disabling objects outside of the view? That should help speed things up.
Title: Re: Splunko Post by: idoru on July 08, 2010, 07:34:43 PM Nice job on the enemies, they look and act a lot like the originals. However not being able to land on them doesn't seem right to me. Same with not being able to run past spikes (it's irritating to waste a bomb to get past spikes in a one-block high passage). But both are design choices and your call. The shooting arrow traps are a bit too hard to differentiate from normal blocks, in my opinion.
The game itself is also slow for me. The menu is fine but once the level loads, it's like jumping through honey. Also, there's a brief flash of some other part of the level or block formations just before play starts. Not really a problem and maybe it's only showing up because of the slowdown. I also agree the scaling is causing a bit too much blurriness. But I understand this can vary with graphic cards. Have you tried using ChevyRay's scaling code (http://forums.tigsource.com/index.php?topic=3142.msg86809#msg86809)? Title: Re: Splunko Post by: Dustin Smith on July 08, 2010, 07:50:40 PM It ran way too slow for me as well, couldn't play it. Which is a shame, because I loved your graphics. :beer:
Title: Re: Splunko Post by: MaloEspada on July 08, 2010, 08:46:11 PM The blurriness was terrible.
It ran a bit slower than the title screen for me, but not unbearable. IMO there is too little space to move, but maybe that was intentional. Title: Re: Splunko Post by: deathtotheweird on July 08, 2010, 09:10:09 PM wasn't blurry for me and ran fine on my computer???
Title: Re: Splunko Post by: Melly on July 09, 2010, 01:13:18 AM The game ran fine for me, but my desktop is somewhat beefy so I don't think that's a very good gauge of your game's general performance. Also blurry.
The blurriness does come from graphics card settings, but it's not an issue, it's simply a default setting in many cards. The average way of stretching your games in Game Maker tends to lead to this blurriness in many cards. It's actually advised that you use another method (I believe it had to do with scaled surfaces) in order for your game to retain crispy pixels across any computer. Title: Re: Splunko Post by: baconman on July 09, 2010, 10:35:24 PM That is freakin' hilarious! :) I do concur, however, that it runs very sluggish. Check anything off that doesn't require pixel-precise collisions, and make a *destroy all instances besides player* in your doorways. That's probably why it runs so sluggy. You could also consider smaller level sizes as well; like maybe 3 across by 5 deep.
EDIT: Also, it spawns me in the middle of the level, rather than the top for some reason. Is this intentional? Title: Re: Splunko Post by: JMickle on July 10, 2010, 08:01:47 AM very blurry and slow
fyi Title: Re: Splunko Post by: baconman on July 12, 2010, 02:59:10 AM It was slow for me too. Are you disabling objects outside of the view? That should help speed things up. Have you seen how the boulder trap works here? It would break that, so I wouldn't advise it. If anything, you might take the door object(s), and have a "for all objects NOT (player/GUI): destroy all instances" step before moving to the next room. Also, destroy the boulder once it's below your (maximum y-axis + 64) - out of sight, out of mind. If you don't do that, it will continue to fall and compute until you EXIT THE APPLICATION. GM does not "auto-clean" objects between rooms like that, so as soon as you exit one level, the computer's still holding on to the old level's objects, and still moving and processing them. This is likely responsible for a lot of the slugginess, too. In fact, all of your old levels are still active and being processed from their creation point on - only difference is that it's "painting the current one in front of the older ones" basically. Finally, while I understand the spirit of demakes, I know what this game is missing. DAMSEL! For sake of potential spoilers, I'll PM that part to you. Title: Re: Splunko Post by: Matt Thorson on July 12, 2010, 10:32:48 AM I'm pretty sure GM doesn't do any processing on any rooms other than the current one. In fact, old rooms aren't even kept in memory unless marked as persistent. So you shouldn't have to worry about clearing all instances on room end.
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