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TIGSource ForumsCommunityDevLogsEven the Ocean (Behind the Art series started!) OUT NOW!
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Author Topic: Even the Ocean (Behind the Art series started!) OUT NOW!  (Read 319164 times)
melos
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« Reply #1060 on: May 09, 2014, 12:18:32 PM »

Okay, I have vsync set to on now. Should be fine now I think. Not going to update the demos for a while tho. thanks for pointing it out.
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Jondog
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« Reply #1061 on: May 09, 2014, 06:55:41 PM »

I could only notice screen tearing when the game is fullscreen, windowed mode had no noticeable tearing.
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Irock
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« Reply #1062 on: May 09, 2014, 07:49:01 PM »

(60 FPS looks too smoooth...)
This is the first time I've heard that for games.

Though I have noticed that some television shows look too smooth.

How can a lower framerate look better.

I don't understand.
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melos
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« Reply #1063 on: May 09, 2014, 09:39:47 PM »

Anodyne's 30 FPS FWIW. It just looks...wrong? at 60 FPS. Basically, the only thing moving around the screen often times is just Aliph and sometimes enemy projectiles. 60 FPS makes it look like Aliph is detached from the screen.


(For the curious, here is a late March 2014 build at 60 FPS: https://www.dropbox.com/s/i6z1eb974mug3nh/2014-3-2660fps.zip )


Dunno. It just looks weird. Like it doesn't work with Jon's art style at all. Or it could be me conditioned from looking at it for over a yera. But....
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Jondog
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« Reply #1064 on: May 10, 2014, 09:42:33 AM »

I'll have a better look at the 60 fps version tomorrow see how much different it looks to me.

I did have a quick look and I ran into a jumping problem, with too much dark energy (almost 100%) Aliph can no longer jump out of the water in the shore preview area.
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melos
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« Reply #1065 on: May 11, 2014, 05:34:38 AM »

Happy Sunday! I have no updates for you. Well except that I'm procrastinating on this blog post which I will write now...or after I play some more Kero Blaster.
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melos
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« Reply #1066 on: May 13, 2014, 08:50:54 AM »

Happy Tuesday! I am working on writing and little boring things I've been putting off. And now for level design.

And maybe kero blaster.
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MallowyGoodness
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« Reply #1067 on: May 13, 2014, 04:23:43 PM »

Jon and I did a podcast yesterday.
I took up painting yesterday.

I wanna see

Anodyne's 30 FPS FWIW. It just looks...wrong? at 60 FPS. Basically, the only thing moving around the screen often times is just Aliph and sometimes enemy projectiles. 60 FPS makes it look like Aliph is detached from the screen.

Playing them both side by side I sorta think they both have their ups and downs? Something about the smoothness of the 60FPS version is kind of nauseating, while the 30FPS one can be jittery. It's almost like you need it to be 45FPS (which would be conceptually weird as heck).

On that note though; How likely is it that you would or could include FPS settings so people could play at whichever FPS they prefer?
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melos
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« Reply #1068 on: May 13, 2014, 05:44:30 PM »

http://infinitelives.us/wptest/infinite-lives-podcast-interview-analgesic-productions-2-4/

http://i.imgur.com/IAiHV0r.jpg
http://i.imgur.com/6ANENQF.png

from these exercises - http://braingale.org/forum/index.php?topic=316.0

I might include an option, it wouldn't hurt, and it does seem to be personal preference, and the game is so low-processor-intensive it would be fine. I don't think it impacts the gameplay - the game logic runs at 60 FPS anyways. I would just have to make sure there's nothing weird changed in any of the draw logic I update.
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MallowyGoodness
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« Reply #1069 on: May 14, 2014, 02:57:41 AM »

I still don't know what braingale is
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Jondog
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« Reply #1070 on: May 14, 2014, 07:36:49 AM »

Got around to comparing 30 vs. 60 fps versions of the game. They didn't seem to be too different to me, the 60 fps version was definitely smoother for large visual changes and general background movement.

Not sure which one I prefer, it'd probably be best to just have it as an option. Only graphical bug I noticed in the 60 fps version was the timing on Aliph flashing with energy doesn't have consistent frames.
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melos
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« Reply #1071 on: May 14, 2014, 09:02:12 AM »

Ya, I will add that, pretty straightforward I believe. Still not sure how to make VSYNC an option in-game...with it on, it doesn't tear in fullscreen, but tears crazy bad in windowed. Vice versa if VSYNC is off. Weird.


For the interested, I wrote an ask.fm response in response to what my music making process is.
http://ask.fm/Seagaia2/answer/113441685433

Kiri: BranGail is an art collective where people help eachother improve! That's about it. They tend to also work on games too.
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« Reply #1072 on: May 14, 2014, 09:27:11 AM »

I still don't know what braingale is

~~~~
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Superb Joe
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« Reply #1073 on: May 14, 2014, 02:32:55 PM »

i am a proud gay man
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melos
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« Reply #1074 on: May 14, 2014, 02:41:42 PM »

superb joe i know who you are and watch you shop

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melos
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« Reply #1075 on: May 15, 2014, 08:43:28 PM »

level design and some music today
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melos
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« Reply #1076 on: May 19, 2014, 12:51:36 PM »

forgot the devlog existed

my updates are here to


entertain a 40 year old me

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Whiteclaws
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« Reply #1077 on: May 19, 2014, 05:51:35 PM »

old
we're done here
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melos
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« Reply #1078 on: May 20, 2014, 06:30:26 PM »

It's time for a substantial devlog update.

Here's the boring part

I added stuff to the editor for usability. now you can reposition backgrounds in-game then copy-paste the metadata. you can also use background sets in multiple maps, but at different initial offsets.
i added stuff to the dialogue system for niceness in scenes.
i added some pendulum thingies today and relearned some high school physics.

sorta boring part

I worked on a late-game gauntlet for a bit. close to finishing-ish. these gauntlet levels are running sort of long, but it is Okay. endurance tests. exhausting conversations..

jon and I settled into some more decisions on the late-game end of The Ocean,as far as pacing goes and changing things up to avoid most player's pattern recognition of main game structure. hooray!

i am still procrastinating on finishing the anodyne to even the ocean blog post, but it is pretty far along, so.
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melos
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« Reply #1079 on: May 22, 2014, 07:28:32 AM »

ask us questions

ask.fm/seagaia2
ask.fm/kittakaj
ask.fm/eventheocean


working a lot on scripting support for npcs and stuff - helper functions, etc, figurnig out how to hook that into the dialogue system - one area in the game is dialogue heavy (but not really near what you might think of dialogue heavy  in a JRPG..no like, 5 minute long dialogues). it's relatively dialogue heavy.


i guess i'll finish that up today. i've also been gettingin some final sprites for a previous area we were working on.
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