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1411283 Posts in 69325 Topics- by 58380 Members - Latest Member: bob1029

March 29, 2024, 11:24:35 AM

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121  Developer / Playtesting / Re: [PC and Android in future] Leon on: August 18, 2013, 01:47:26 PM
There will be a delay with the next version.

Because we're going to add OUYA support!

122  Community / DevLogs / Re: Screenshot Saturday on: August 18, 2013, 01:15:51 PM


Man this is awesome! First time running my games on the OUYA with no trouble!
123  Community / Jams & Events / Re: UK Hampshire Developers? on: August 17, 2013, 09:04:35 PM
I am currently living in Portsmouth, but I'm from the Southampton area. I live with three other game developers, and we'd always be interested in meeting others to share ideas or a few laughs!

Oh this is awesome! I'm pretty sure me and gamepopper would want to hang out!
124  Community / DevLogs / Re: Screenshot Saturday on: August 17, 2013, 01:41:27 PM




Another Legena video! Today's one shows off the Saving, Shop and Title Screen engines. Not exactly the most exciting video but next week's will be as it brings all the pieces of the engine together!
125  Community / Jams & Events / Re: UK Hampshire Developers? on: August 14, 2013, 10:45:03 PM
Righty ho, that's two people in Hampshire :D

Anyone else?
126  Community / Jams & Events / Re: UK Hampshire Developers? on: August 10, 2013, 09:56:43 PM
You serious? I'm in Winchester everyday!

Yeah, I'm on placement though. Still working on a game right now, then when that's over I want to get onto as many game jams to get my creativity going.

Ah cool, what's the placement? Is there a devlog for the game?
127  Community / Jams & Events / Re: UK Hampshire Developers? on: August 10, 2013, 06:37:40 AM
While it may only be for a year, I'm an indie dev living in Winchester! =D

You serious? I'm in Winchester everyday!
128  Community / Jams & Events / UK Hampshire Developers? on: August 09, 2013, 12:13:44 PM
Hey guys,

I am a bit curious to know if there are any developers in the Hampshire region of the UK?

It would be awesome to get together with other Hampshire developers.
Give a shout if you're a Hampshire developer!

We now have a facebook group as well!

https://www.facebook.com/groups/431604250283243/
129  Developer / Technical / Re: Recommended % of RAM Usage on: August 03, 2013, 02:28:49 PM
If I understand you correctly you intend to let other people use your engine to make their own game? In that case hard coding the amount of RAM your engine allow to use is not something I would give other people to develop their games with.
Each game has it's own requirements of memory and so you need to give the game developer the tools to allocate and free assets dynamically and let him manage how much memory he wants to use.

To be honest, when you say something like RPG games can have a lot of text thinking this will somehow strain the memory I don't really think you are capable of creating an engine anyone will want to use besides yourself(at this point).
But you can do whatever you want...

I think there was a bit of confusion. It's my own fault, I should have explained. The RAM limitations are for my games. I was just giving the background on the game.
130  Community / DevLogs / Re: Screenshot Saturday on: August 03, 2013, 10:58:38 AM


This is the fruits of a single morning. I have managed to produce a well structured upgrade of my Dialog engine. Far more efficient and much better!

And below is the Dev Video for it!





EDIT: Be sure to follow the team's facebook page for more updates!

https://www.facebook.com/GrandpaPixel
131  Developer / Technical / Large Text Files & Encryption : Was I right to do this? on: August 03, 2013, 12:20:27 AM
Hey guys, I need some opinions.

I have a very large text file (10240 lines to be exact) and each line as a string that represents a Dialog record. Originally I had it so all the text is loaded at the start of the game and processed. Processed? Well to ensure that the data has less chance of being modified, I encrypted it. So the game has to decipher the data.

Now this deciphering is where I have noticed a massive FPS dip. Obviously if a Computer has a big dip, it will be hell for smartphones.

So instead, I changed the code so that the game loads the text at the start and only deciphers the text when it is needed. For example, the game loads this

Record #12 : "iellp"

Now when the Dialog menu is looking at the record 12, it will decipher the text, store it in the menu's class variables for easier use.

dialog_box_text = "hello"

This way, the game only has to handle 1 deciphering rather than 16-64. But then again, if I do this, I have to be more vigilant on the FPS handling due to the fact the deciphering engine can be used at anytime in the game. In battles, in the overworld and in cutscenes.

That's why I wrote this topic. I want to know your thoughts on the situation. If you were in my shoes, which option is the best? If neither, what would you pick?
132  Developer / Technical / Re: Recommended % of RAM Usage on: August 02, 2013, 08:47:58 PM
Turn based tactics.

Is it a big game? Does it have alot of graphics?
133  Developer / Technical / Re: Recommended % of RAM Usage on: August 02, 2013, 02:09:48 PM
Actually come to think, I never asked this. What would use RAM in a game? Obviously Graphics, Objects, Variables and Audios would take up RAM. Anything else that would?
134  Developer / Technical / Recommended % of RAM Usage on: August 02, 2013, 12:46:44 PM
Hi guys,

Since Develop Brighton, I have been bull-charging development on the Legena Engine (a turn based RPG engine that I intend to release to public after the Legena trilogy). And boy it hasn't even reached a month and the Battle Engine is finalized, as well as the Weather system and the Text Engine.

As we all know, there is an obscene amount of text in today's games as well as data. As a result, I have to take RAM into consideration when developing this engine and the games as well. So what I'm doing is basing my RAM limitations on a Android Phone. I've done my research and the earliest Android OS the game will run is 2.1 so I took the first phone of that version (HTC Nexus One) and based my RAM usage on that. This is 512MB.

So I have my number. But to use all of that is ridiculous. So what I want to know is what you, as developers would use of that in terms of % of the RAM usage? It would be good to know how much RAM your games have used (if you know of course).

My gut feeling is to limit to 128MB. But I wanted to run it by you guys to ensure I have my thoughts right.
135  Community / DevLogs / Re: Screenshot Saturday on: July 21, 2013, 11:25:10 AM
Hey folks! As promised here is a dev video showing off new features added this week to my RPG engine *thumbs up*



136  Community / DevLogs / Re: Screenshot Saturday on: July 20, 2013, 09:25:52 AM
I don't have a screenshot. I have 4! And another dev video soon!




These shots show off my new RPG engine. It's a version 2 of the engine used in The New Dawn. A vast improvement! Looks and plays better!

Be sure to check out my blog and follow it!
http://tetiro.wordpress.com/
137  Developer / Playtesting / Re: [PC and Android in future] Leon on: July 18, 2013, 01:49:09 AM
Ladies and gents, I bring a new version!

Full Version 1.0.1 [18/07/2013]

---Changes from 1.0.0---
- Two of the paint colours have been changed so it's easier to tell the difference between them
- For platforms that you can toggle on and off, you can now tell if they're toggle-able when solid
- In Level 2, you are given the hint that you need to backtrack for certain brushes
- Increased Jump Height
- Plants now have a height indicator so you can tell how high they will grow
- The talks with Monli can now be skipped by pressing Z,X or Space
- If your inventory is empty and you collect a paint pot, it will auto equip the paint
- The jumping boundry on the top border of the level has been increased, allowing for easier jumps
- Monli now disappears before level starts
- Add an Escape key so you can quit levels and the game at the press of a key
- If you are near a Portal, you can see what Portal it is linked to
- Level 31 has had a design modification
- Level 40 has been completely redesigned, giving a more fitting climax to the game


And I already have plans for version 1.0.2
- A more keyboard friendly menu system
- Work on the Android version
- More efforts to fix the Push Block bug

Enjoy the update!
138  Developer / Design / [Quick Topic] Class Diagram Relationship? on: July 13, 2013, 11:28:20 PM
Hey guys,

I've been working on a class diagram document for my RPG engine and I have got a bit stuck. I have these two classes. The first is the Controller class and the second is an Item class. Now the Controller class retrieves data from the Item class and does not write data to the Item class. The sole purpose of the relationship is so that the Controller class can gain Item data.

Can anyone work out what type of relationship it is? I'd really appreciate any help finding out what sort of relationship it is so I can finish the document.
139  Community / DevLogs / Re: Screenshot Saturday on: July 13, 2013, 11:43:17 AM
It's not a screenshot, but it shows off my new engine for the series I'm building!





I also intend to improve the engine's code to be sleek and understandable so that it can be taught to those who wish to know!
 
Keep tuned guys! I'll be posting about it on my blog

http://tetiro.wordpress.com/
140  Developer / Design / Re: Flowchart Diagram Program? on: July 03, 2013, 11:59:44 AM
Damn, Dia is more difficult than I remember. Are there any simpler ones than that?
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