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TIGSource ForumsCommunityDevLogsThe Walled Garden (Inspired by SMB, N+ and Metroid)
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Author Topic: The Walled Garden (Inspired by SMB, N+ and Metroid)  (Read 142957 times)
Bones
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« Reply #40 on: January 04, 2011, 10:26:02 AM »

I have narrowed it down and have been able to find some parts responsible for the resource leak.

- obj_bltpar && obj_bullet: Doing wayyyy to much collision detection.
- obj_player left click: Inefficient weapon changing had much too many if statements checking global.singleShot and global.doubleShot... and then creating the bullets, and setting their speeds,and direction ect which was really slow...
- obj_block4: The seeds which create obj_tree, are also taking up a lot of memory with gravity collision checking and interaction with obj_watertop && obj_lavatop (obj_player does not collide with these but over 70+ and its a dead frame drop)
- obj_blood && obj_acid particles && obj_waterdrop: Being that my particles are objects, they are taking up a lot of resources...
- obj_lavatop: Bad obj_lavaball spawning per step
Code:
//create event
choice=irandom_range(1,50)
alarm[0]=irandom_range(1,10)

//alarm[0] event
choice=random(50)

if choice>=45
instance_create(x,y,obj_lavaball)

alarm[0]=irandom_range(1,10)

So lets try and count my average object count in a large 1280x1280 room...
- 150+ 64x64 blocks (I can shorten this by adding 128x128 blocks which break into 64x64 blocks)
- 90+ 4x4 blocks (during a large explosion that's 90+ objects with gravity and collision)
- each bullet creates about 3 acid particles which live for about 5 seconds
 
By removing most all of these resources from the game I am achieving a higher frame rate, so it's obvious that these objects are all impacting my frame rate.

So I need to figure out an efficient method for bullet collision between obj_enemypar, obj_solidpar, and obj_blockpar (break-able block)
And come up with a better particle system that isn't so resource heavy.
Still getting a small resource leak but I can say it's not as bad anymore now that I've removed all the code that was hauling me down.

This is what I get for making my "First game" ambitious.
I'm adding so much to it that my bad programming is slowing the project down.
« Last Edit: January 04, 2011, 08:27:05 PM by Bones » Logged

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« Reply #41 on: January 05, 2011, 12:17:55 AM »

Everyone's first game is ambitious, they just don't realize how ambitious until after they start Smiley
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Bones
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« Reply #42 on: February 13, 2011, 12:16:50 PM »

It's not even that it's overly ambitious for me in-terms of previous game scopes.
This isn't really the first game I've "designed" just the first game I've decided to take a design into.
I had designed a few web RPG/mmo concepts and learned how simpler single player games are to getting finished.


How about some concept art to liven up the thread.

It's really just a combination of my bad coding habits + the amount of it I've put into my game.
Everything I've done could be re-written much more efficiently.
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Bones
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« Reply #43 on: May 29, 2011, 09:39:33 AM »


Been trying to pixel some characters to get motivated into working on this again. ^^;


So far my major issue coding wise is my lack of arrays for the gun and bullets.
« Last Edit: May 29, 2011, 02:54:44 PM by Bones » Logged

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« Reply #44 on: May 29, 2011, 12:55:57 PM »

You can do it Bones! 

Here are some excited emoticons for motivation...  Hand Shake LeftHand Any Key Hand Any Key Gomez Gomez Hand Any Key Hand Any Key Hand Shake Right
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Bones
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« Reply #45 on: May 29, 2011, 02:52:49 PM »

Thanks for the support, I've roughly attempted to put the Ouroboros into the game.


of what I've got so far and it is quite glitched as it is.


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Bones
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« Reply #46 on: June 01, 2011, 04:25:08 PM »





New video shows off some of the water effects.
And some new ramming type enemies I've added.

I have been experiencing some lag issued for the last 6 months, and I've finally found the culprit.
All the 4x4 blocks/seeds were checking collision with the water and then slowing vspeed.
Apparently that was too many checks per step.


Just managed to make it so the Drill pigs will kind of bounce up and down out of water.
It looks a little silly how much air they get, but it seems to be the only way to get them out.




New- Wasps and Chompah video




« Last Edit: June 04, 2011, 12:31:14 AM by Bones » Logged

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« Reply #47 on: June 04, 2011, 01:28:06 PM »

June 04th
  • Minimized the scope of the levels from being 1280x1280 to more reasonable sizes like, 480x1280, 1280x480, 640x480 Basically Tall, Wide and Small
  • Working on level changing
  • Rethinking the weapon shop and how health will be distributed such as making health appear from monsters instead of money and put money in the ground.
  • Have to decide if this boss's effect will be used by any other creatures.



To see it in motion.
Also voting on names, Walled Garden, Gan Eden, Eden's Gate or Gates of Eden?

Originally TheSnidr had programmed the thing to run very smoothly at 60+ tentacles.


Sadly in my game it only runs at 15-20 before I start losing frames... So the result is.



The face is still placeholder and will likely not be the final design.
I hope to also give the boss some emotions and different tentacle speeds ect.
« Last Edit: June 04, 2011, 02:15:23 PM by Bones » Logged

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« Reply #48 on: June 07, 2011, 04:53:21 AM »

*Dont worry the bosses actions in the video above won't be the final actions in-game.

June 07th
  • Decided that after starting on what could be the final boss, I should start working on the first boss.
  • In the garden where he was cast out by the lord Flames an Omni-directional sword to guard against any future entrance into the garden.
  • Implemented some persistent level changing kind of like metroid
  • Worked on multiple root/paths which you can take, based on the Kabbalah of Judaism which references the Tree of Life each level corresponded to qualities of "God"

Been working on a Firesword tonight

Fire will now burn and destroy trees.
And you cannot kill this sword directly, it must be done in-directly I'm sure you can guess how.


« Last Edit: June 07, 2011, 06:42:17 PM by Bones » Logged

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« Reply #49 on: June 07, 2011, 11:44:27 AM »

Nice Bones!  This looks awesome!  I love the enemy designs, and referencing that tree of life thing is a really cool concept! And the tentacle boss looks incredible. That blew me away!
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« Reply #50 on: June 07, 2011, 02:31:39 PM »

It's like I can feel the awesome building..  Epileptic
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« Reply #51 on: June 07, 2011, 07:05:40 PM »

Looking really interesting, and the level layout is a nice touch. Looking forward to seeing more of this! 
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Bones
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« Reply #52 on: June 08, 2011, 08:17:11 PM »





June 08th
  • Added tree rotation to simulate wind when outdoors during windy weather
  • Added a rain effect (next up lightning)
  • To-do: Paralleling backdrops
  • I need to try and finish off a solid level changing system, right now it's pretty messy. next_room and previous_room and it's hard to make multiple pathways in one room that way.

Was working on some logo's today after I decided upon The Walled Garden as a name.




*Edit implemented some lava, though I'm not quite sure how you would get passed the emmiter.

« Last Edit: June 09, 2011, 12:39:07 AM by Bones » Logged

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« Reply #53 on: June 09, 2011, 08:14:55 AM »

I am intrigued.

I think the logo with the sword angel would look better if the angel and the text were on the same background. So it would be more like the angel would be standing on top of the words rather than on top of the text box.
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ஒழுக்கின்மை (Paul Eres)
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« Reply #54 on: June 09, 2011, 09:46:51 AM »

your videos showing little gameplay aspects of your game are great, i've been following them on youtube; i need to try doing the same for my games, it seems like a fun thing to do
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« Reply #55 on: June 09, 2011, 10:56:16 AM »

Looking good.
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Bones
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« Reply #56 on: June 09, 2011, 11:38:03 AM »

Hey thanks Paul, they have been rather fun to make.
I want to make them more satirical explaining the enemies diets, and main habits.

So I decided that it's only natural that lava that travels a long distance without joining a lava pool, or fizzing out in water it will become a small solid block.
At first these blocks weren't destroyable, DERP  Durr...?


« Last Edit: June 09, 2011, 11:48:52 AM by Bones » Logged

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« Reply #57 on: June 09, 2011, 11:54:17 AM »

wallEd
  garden
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Bones
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« Reply #58 on: June 09, 2011, 02:09:23 PM »

Nice connection Droqen, I didn't even notice that.





This is a whole new gameplay mechanic to play with.  Tired
Dammit... it's also very deadly when it takes over a region, need to think of a good puzzles to divert it's pathways.  Huh?
« Last Edit: June 09, 2011, 02:50:08 PM by Bones » Logged

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« Reply #59 on: June 28, 2011, 07:34:55 AM »

Okay, some minor updates.


I've added some new spikes.
A video of them in motion can be seen

.

Also I've made an object that can bounce/ricochet bullets.
You can see that

.


ATTENTION MUSICALLY INCLINED TIGers!
I am currently looking for any musician(s) willing to help out with this game.
The scope for music tracks I'm going for is about 10 level tracks + 5 boss tracks.
Each track would have a different theme or emotion going for it such as; Intrusive, Wisdom, Love, Truth, Power, Choice, Creation, Destruction ect.
So roughly 15 songs, if you feel this is way too many songs, I can use Creative Commons tracks such as the examples below for filler.

The type of music I'm going for is dark ambient experimental type music.
Here are some examples of what I'm kind of shooting for.
01
02
03
04
« Last Edit: June 28, 2011, 07:48:32 AM by Bones » Logged

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