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Droqen
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« Reply #75 on: March 03, 2011, 12:54:40 PM » |
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haha that's no problem!
It runs at 35ish FPS for me too (that is as I intended it, to be explained below), and it doesn't really feel choppy.
I kinda made everything move too fast each frame, and reworking everything to work for 60 FPS... sssiiiggghh should I do that |:
EDIT thanks for complimenting the intro I'm glad you like it :3
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« Last Edit: March 03, 2011, 01:04:43 PM by Droqen »
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ortoslon
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« Reply #76 on: March 03, 2011, 02:32:39 PM » |
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bug?: jumping guy takes more than three stars to kill sometimes new synths are ok I kinda made everything move too fast each frame, and reworking everything to work for 60 FPS... sssiiiggghh should I do that |:
yes
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« Last Edit: March 03, 2011, 02:37:44 PM by ortoslon »
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Droqen
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« Reply #77 on: March 03, 2011, 02:50:03 PM » |
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OKAY FINE
PROBABILITY SIXTY FRAMES PER SECOND
COMING SOON
(this is very annoying to do i do not think i have ever enjoying doing anything less)
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« Last Edit: March 03, 2011, 09:58:44 PM by Droqen »
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Droqen
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« Reply #78 on: March 03, 2011, 09:59:15 PM » |
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RESULT OF OPERATION SIXTY FRAMES PER SECOND: NOreasoning: It doesn't feel different enough to be worth it for me Also it lags on my lil baby netbook which means it won't run well on every computer in the world Double also, it's a lot of work (I only made it about halfway) if you desire to try the sorta-finished smoothie version, it is here. no, I will not implement it via an option in the main menu or something. sorry. warning: enemies are really fast because I haven't slowed them down in this version
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ortoslon
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« Reply #79 on: March 03, 2011, 10:11:46 PM » |
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a shame, it feels much better to me
netbooks? fuck netbooks with a usb dick
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Droqen
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« Reply #80 on: March 03, 2011, 10:43:44 PM » |
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When I get home
I will see
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Maxim Schoemaker
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« Reply #81 on: March 03, 2011, 11:08:45 PM » |
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a shame, it feels much better to me
+1 This really is better! :3
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mokesmoe
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« Reply #82 on: March 04, 2011, 12:11:31 AM » |
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I'm getting max fps, and it feels much smoother to me too.
The faster enemies actually helps early on because you need to wait less for them and you don't get stuck at the top of the screen as much. (I haven't played a full game on the fast version but I assume the speed would make it harder with enemies other than spiders and blobs.)
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Droqen
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« Reply #83 on: March 04, 2011, 06:33:19 AM » |
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I should mention: It feels smoother to me as well, but in a way that I'm not even sure is 100% better.
It's... smoother, but it just seems different, as opposed to improved.
~
Probably a bad idea to speed up the enemies :p People have enough trouble early on as it is!
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Maxim Schoemaker
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« Reply #84 on: March 04, 2011, 06:45:51 AM » |
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Probably a bad idea to speed up the enemies :p People have enough trouble early on as it is!
Agreed :3 But I really do think smoother is better. The other version just feels laggy. I mean, I can understand it's a crap load of work to change all this stuff now xD but I'm sure it's for the better! ^^
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Droqen
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« Reply #85 on: March 04, 2011, 09:33:12 AM » |
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Laggy? Really? :/ seems a bit like the wrong word to describe it but maybe not I'm not on my home computer, but this school computer is more than good enough to handle the smoothness vs non-smoothness comparison. At the moment the bottom line is: I see a difference, but it's barely there and it affects next to nothing. I could change the whole thing to 60 FPS, but it's not worth the work or the performance hit. I'm not say "it needs to be able to run on netbooks", but I use my netbook to gauge exactly how much lag is really being introduced by making the change. It's quite a bit, even though that's probably because of the not-so-great hardware. I watch pixels and their movement is slightly jerkier in the 35 FPS version. They both have distinct feels and there are certain motion qualities that the low-FPS version has which I actually prefer (it's kind of weird even to me). Yes, I could change this to variable-step framerate and add an option to the menu somewhere, but I simply do not believe it's worth it. I'd have to change so many numbers and add tons of multiply-by-time-passed operations. Whether or not it's because of bad code practice is irrelevant at this point. Feel free to try to convince me that I've made the wrong decision by choosing to leave it as it is, but please don't point out how smooth it is >:( I understand that it is smoother in 60 FPS.Fin.
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« Last Edit: March 04, 2011, 10:04:31 AM by Droqen »
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mokesmoe
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« Reply #86 on: March 04, 2011, 11:38:39 AM » |
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Leave in the current hacked together version as an option and call it 'fast mode'.
I wasn't trying saying the faster enemies were easier, just that it had it's benefits.
Also, do you take tf2 item bribes? I noticed you don't have a crit-a-cola.
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Droqen
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« Reply #87 on: March 04, 2011, 12:11:17 PM » |
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If it was that easy, I would. :/
It's an entirely separate project folder with edited files which contain altered values.
And yeah, I know xD Fair enough.
Nah, not... really x3 been a while since I've played it much. Also I did have one at some point; I probably crafted it away.
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Vanguard
Level 6
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« Reply #88 on: March 04, 2011, 06:45:17 PM » |
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Both versions work fine for me.
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Droqen
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« Reply #89 on: March 10, 2011, 11:18:48 AM » |
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Cool.
~
Mini-hiatus. I'm working on P0 whenever I feel like it, and I'm also working on Starseed Pilgrim and a couple little game making competitions which are running end-to-end. This is going to be fun.
Things which I am thinking about:
Currently, difficulty increases as depth increases. + I'd like to add different blockgen patterns. + It'd be cool to add different blocks + and maybe a few more rare enemies + and maybe some harmless entities (like the plants I added fairly late on to P0 original flavour)
I'm thinking about adding a sort of difficulty increase when you reach a certain level, as well. 10? + Occasionally, pickups (never the EXP-UPs, I guess) will be replaced by STATE CHANGES. These would be like the temporary late-game effects that happened in P0 original flavour. I'd like to keep these strange events in, but I'm not sure when to do them or how to indicate that they've started. This is one of my thoughts on them.
~
Also, I need to increase the ability screen's clarity. Right now it's probably tough for someone new to figure out that ability buying even exists.
Should add scoring.
Should add level indicator, and also one for unspent points.
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