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Feedback => Playtesting => Topic started by: Jeremy2300 on March 25, 2014, 11:12:17 AM



Title: Unnamed Space Fighter - Performance Testing
Post by: Jeremy2300 on March 25, 2014, 11:12:17 AM
Hey guys,

This is my first project I'm doing on my own. It's a space shooter (Star Fox, Kingdom Hearts, KOTOR - style).

I've recently implemented my own object pooling system, and I'm trying to optimize in other ways as well. The artist I'm working with has been too busy with other things to provide much stuff, and i'm awful at 3d modeling and texturing unfortunately.

I'm curious if anyone can get this to lag or crash though. Since I'm attempting to optimize I threw in an FPS counter to the top left. Controls are written on the bottom of the page as well.

Here's the Link:http://bitly.com/1duS6Dn (http://bitly.com/1duS6Dn), and a Screenshot of the first level (Press Q for the second level)

The main thing I'm looking for is FPS drops (to validate that object pooling works at least somewhat).

Note: if you're in level 2 and get to the giant room circling around an orb, you need to kill the orb (Boss HP bars will come with an actual GUI - someday), press 'C' to switch to the mini-guns and fire with 'V'. It should only take 2-3 bursts to destroy (The barriers around it currently don't block bullets).

(http://i.imgur.com/cWm18WM.jpg?1)


Title: Re: Unnamed Space Fighter - Performance Testing
Post by: mickmaus on March 25, 2014, 11:56:19 AM
ran fine for me, chrome on new macbook, minimum framerate was 57


Title: Re: Unnamed Space Fighter - Performance Testing
Post by: Minion Studios on April 16, 2014, 06:07:56 PM
Ran fine, chrome on a Dell L502x 4gb graphics and an i5... The game is pretty fun!

The frame of reference for the bullets is way too hard to see... It would be much sweeter with crosshairs or  full lighting.


Title: Re: Unnamed Space Fighter - Performance Testing
Post by: Quicksand-S on April 17, 2014, 12:05:03 AM
Worked great for me in Firefox. It generally hovered around 59fps.

I found movement and aiming a bit of a pain. The main issue was that I had to get near the edges of the screen to hit most enemies, but if the mouse cursor left the play area then my control would disappear. Locking the cursor to the play area or giving players an alternate control option would be nice.

One other issue I had was with Firefox not allowing the right-click context menu to be disabled (at least, not by default). Every time I released the fire button, the menu would pop up. My guess is that a lot of people won't know how to allow that feature, or won't want to go messing with "about:config" settings.

Is level 3 procedurally generated? It looked very different the first time I played it than it did the second and third times.


Title: Re: Unnamed Space Fighter - Performance Testing
Post by: Jeremy2300 on June 30, 2014, 05:12:08 AM
Worked great for me in Firefox. It generally hovered around 59fps.

I found movement and aiming a bit of a pain. The main issue was that I had to get near the edges of the screen to hit most enemies, but if the mouse cursor left the play area then my control would disappear. Locking the cursor to the play area or giving players an alternate control option would be nice.

One other issue I had was with Firefox not allowing the right-click context menu to be disabled (at least, not by default). Every time I released the fire button, the menu would pop up. My guess is that a lot of people won't know how to allow that feature, or won't want to go messing with "about:config" settings.

Is level 3 procedurally generated? It looked very different the first time I played it than it did the second and third times.

Thanks, the game is meant to be for mobile later on. So the left/right click isn't a huge concern really. We'll be putting in a crosshair of sorts in eventually too and then tweaking the movement ranges as well to make things a bit less awkward.

Yeah, the idea was to have some levels be randomly generated as you go through them. We were hoping to have a story mode where things would be more linear and then a survival mode that just has you fly for as long as you can (which would use the random generation algorithm). All the level pieces are being made to fit together like that so no matter which is chosen it should fit with already chosen pieces.

Unfortunately, real work has been taking most of my time so development on this has pretty much stopped for the past while.