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341
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Feedback / Playtesting / Re: Emberwind
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on: May 14, 2009, 10:34:41 AM
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Wow, those are some impressive screens   Rather inspirational, actually. Why am I wasting time bitching about needing an artist? I'm an artist! I should be making art like that! WHY AM I NOT MAKING ART LIKE THAT?
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342
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Feedback / Playtesting / Re: The Moonkeeper (0.90)
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on: May 14, 2009, 10:27:11 AM
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Nice game! What was this created in?  Game Maker  Oops! I guessed wrong  . Interesting... There's probably a lot of stuff in the game that could be optimized. If it makes you feel any better, this game ran really well compared to most GM games on my computer. I can only play maybe one out of every ten GM games, if that, because they run way too slow. In your game I didn't even really notice that it was going slow at all until I started breaking those blocks, and the speed increase wasn't really significant, just noticeable.
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343
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Feedback / Playtesting / Re: The Moonkeeper (0.90)
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on: May 14, 2009, 03:17:26 AM
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Very nice game  I just played through the whole thing, and I enjoyed it quite a bit. There were some tough jumps that required a lot of backtracking if you missed (kind of a pet peeve of mine) but overall it was pretty good. I also found the grenades to be rather useless overall. That it, until the last battle... but by then I had saved up so many that I didn't have to be careful with them so I just spammed them everywhere to get rid of the little jumpy bugs. I disagree with the map thing, I think the game was small enough that it didn't really need a map. Then again, I'm an old codger who played Metroid back in the day with no map... uphill, in the snow. I can kind of see what Cactus says about the vignette border around the screen... it could be smoother, I suppose. But I didn't really mind it. I think it added to the old, worn, and washed-out look that I think you were going for. Which the desaturated blues and reds did nicely, like an old photograph or a poster in a store window that's been there for too many years and has been faded by the sun. I didn't have any crashing issues or other bugs, except a little bit of wonky collision on the moving platforms. One thing I did notice, though, was as I destroyed the breakable blocks the game got noticeably faster. The more blocks I destroyed, the faster it ran. I think those destructible blocks are eating up a good chunk of processing power. What was this created in?  My guess... MMF2.
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344
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Developer / Creative / Re: So what are you working on?
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on: May 14, 2009, 02:03:50 AM
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deadeye said i'm working on another aofad, so here is basic gameplay video Yes, I thought that the character/gun looked similar, but I was just kidding around, I didn't really think you were making a clone or anything. Sorry  The gameplay looks pretty fun, btw
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345
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Developer / Creative / Re: So what are you working on?
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on: May 13, 2009, 11:06:21 AM
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 |  |  some platformer shooting i'm currently working on, laying the foundation. it's not much, but i guess i could share these three screens. All of Our Friends are Purple 
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346
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Player / General / Re: Wanna be a legend?
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on: May 13, 2009, 12:35:30 AM
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Will someone sum up this thread concisely for me? I didn't make it past the first 1/8th of the OP, no disrespect.
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347
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Feedback / Playtesting / Re: Plausible Drill Action
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on: May 11, 2009, 10:40:16 AM
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How bad is the slow down? I've noticed some when about 4+ DrillPipe's are being converted each tick. It wasn't too bad on my crummy machine, but it was noticeable. It seems to run a lot smoother now, so maybe it was just the fact that you were trying to play several instances of the oil-filling sound at once.
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348
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Feedback / Playtesting / Re: Plausible Drill Action
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on: May 11, 2009, 08:18:08 AM
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I get "Failed to load plugin 7.csx (126)", and then it crashes  I asked about this at the Construct forum and this is the response from the lead developer: Do they have Data Execution Prevention (DEP) turned on? That causes some plugins to fail to load in 0.98.9 - it's fixed in 0.99 though.
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349
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Feedback / Playtesting / Re: Plausible Drill Action
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on: May 10, 2009, 08:46:16 PM
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Nice game, good twist on the Snake theme. I think it' slowing down because of the large number of objects that are created and destroyed during the oil pipe calculation bit. I doubt I've done it a very efficient way. The main causes of slowdown in Construct are: * Lots of large sprites/tiles, say higher than 1024x1024 (GPU intesive) * Lots of shaders (GPU intensive) * Lots of physics collisions (CPU intensive) * Lots of nested loops in conjunction with collision/overlap checking (CPU intensive) And since it's apparently not the first three, I would venture to guess the fourth. Construct can destroy/create several hundred objects in a single tick without any loss of performance, especially if they're the same, small object (the GPU doesn't have to swap textures). I'm guessing that the pathfinding (or path-filling) events you've made require the use of a lot of nested loops for checking the placement of the next oil sprite, in conjunction with overlap checks of all four sides of each oil-spawning object to determine the next step in the path. As far as optimization goes, I would check to make sure whatever spawner object you're using for the oil is set to Bounding Box collisions, as it's much faster than Per-Pixel (Per-Pixel actually does collision twice... checking the bounding box first to see if a per-pixel check needs to be run, then iterating through each pixel to ensure that a collision at the pixel level has occured). Also, if that's a Canvas you're using for the diggable field, that might cause a bit of slowdown as you're looping through collisions with a what is essentially a very large per-pixel texture. This might seem strange, but you would likely get better performance out of using individual sprite objects for dirt tiles. It looks like the size on a tile would be 8x8, which would give you a 60x66 grid of tiles, or 3960 objects, which shouldn't be a problem. I have a crappy computer, and I've filled gigantic levels with 10,000 64x64 sprites and had no performance hit from it. Just be sure to set those to Bounding Box as well. Anyway, sorry if I derailed your thread 
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354
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Developer / Creative / Re: COLLABORATION
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on: April 29, 2009, 02:04:00 PM
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Pixel artist/animator/concept artist here, looking to team up with a programmer for a small, but visually decadent game project!
Shoot me a message or email!
PM sent 
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355
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Player / Games / Re: [s]Bob's Game[/s] POKEMAN
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on: April 29, 2009, 10:25:29 AM
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Why did the topic go from bob's game to pokemon? People wanted to talk about Pokemon. I think it started off as a funny way to show indifference towards Bob's Game, but really... I think it's time to let this poor thread die. Goodbye, thread. 
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357
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Feedback / Playtesting / Re: Chessmine + Chessmine 2
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on: April 28, 2009, 11:31:04 PM
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I don't feel much like taking my time or doing as much as I can with it, sorry. Trying to make a truly good game out of this would be like wringing blood from a particularly ugly stone Harumph. I'm half tempted to steal your original idea and make it into a full game.
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358
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Player / General / Re: Legend of Helga: Spirit Tracks
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on: April 28, 2009, 04:52:37 PM
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Why does it need some silly travelling method?
Amen, brother. Anyway, seeing as how it's on DS I probably won't be getting to play it. But still, the boat in Wind Waker was enough of an annoying gimmick to keep me satisfied on annoying gimmicks for quite some time. Hell, even the three-days-time gimmick in Majora's Mask was too much for me. I've only played through it once, unlike every other Zelda game which I've played through multiple times. Just make a good, solid game, Nintendo   . Twilight Princess was close, but you need to quit rehashing the old Forest Temple, Fire Temple, Lake Temple, Shadow Temple, Snowpeak formula.
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359
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Feedback / Playtesting / Re: Chessmine
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on: April 28, 2009, 03:51:08 PM
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Chessmine is basically a joke game. If that was your intention then you have failed. What you've gone and done is accidentally make a good game. Everyone point and laugh at his failure 
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