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TIGSource ForumsCommunityDevLogsProject gnh20. English letsplay added
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Author Topic: Project gnh20. English letsplay added  (Read 90952 times)
Conker534
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« Reply #340 on: September 30, 2012, 06:38:53 AM »

I like the one with less pixels A LOT more.
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sb3dgraph
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« Reply #341 on: September 30, 2012, 08:12:49 AM »

To all.

In the picture a new version of the tiles - the top.

So, the problems:
1. New tiles degrade performance.
2. In the new tiles invested a lot of energy and therefore do not want to roll back to the old version.
3. New tiles do not look perfectly like the old.
4. New tileset will cut a couple of weeks and even months. All this time will not the other news about the game.
5. I do not know what to do with all this ... What do you suggest?
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st33d
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« Reply #342 on: September 30, 2012, 09:08:31 AM »

just seen this  Shocked

following...
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Kurt
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« Reply #343 on: September 30, 2012, 10:20:08 AM »

To all.

In the picture a new version of the tiles - the top.

So, the problems:
1. New tiles degrade performance.
2. In the new tiles invested a lot of energy and therefore do not want to roll back to the old version.
3. New tiles do not look perfectly like the old.
4. New tileset will cut a couple of weeks and even months. All this time will not the other news about the game.
5. I do not know what to do with all this ... What do you suggest?


1. How does this degrade performance?
4. From now on, you should use the new tileset. After you're done with the main part of the game, go back and convert to the new tileset.

OR you could have a new or old tileset option, so the user can decide which to use.
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oyog
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« Reply #344 on: September 30, 2012, 02:08:07 PM »

Personally I like how vibrant the old tiles are and it seems unnecessary to spend your time working on replacing something that's already functional.
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sb3dgraph
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« Reply #345 on: September 30, 2012, 03:47:16 PM »

Personally I like how vibrant the old tiles are and it seems unnecessary to spend your time working on replacing something that's already functional.
But to refuse new tiles, who invested so much in the work - I do not want.
Therefore, I do not know what to do.

Maybe leave a mix of new and old tiles?
But this is not improve speed.

1. How does this degrade performance?
4 times as many pixels - 4 times longer drawn.
4 times worse than fall into the processor cache.

The point is especially in my soft-render engine. It will not work fast.

just seen this  Shocked

following...
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Graham-
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« Reply #346 on: September 30, 2012, 04:04:01 PM »

I think the new tilesets are a vast improvement, because your game's mechanics suit the high level of detail.

Your game is about order and focus and detail. It's turn-based. There's lots of planning and menus. High-detailed visuals suit that, I believe.
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Kurt
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« Reply #347 on: September 30, 2012, 04:09:51 PM »

Have you tried of having the graphics at a 1x1 scale in .BMP format, and then scaled to 2x resolution when drawn?
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sb3dgraph
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« Reply #348 on: September 30, 2012, 04:24:12 PM »

I think the new tilesets are a vast improvement, because your game's mechanics suit the high level of detail.

Your game is about order and focus and detail. It's turn-based. There's lots of planning and menus. High-detailed visuals suit that, I believe.
Thank you.
But the fact that the new tileset slows - kills any advantages from it.

Have you tried of having the graphics at a 1x1 scale in .BMP format, and then scaled to 2x resolution when drawn?
This is how works the faster version. With old tileset.

But if increase in the 2x2 image with a new tileset - on the screen will too few units, very little information about the game world.

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Graham-
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« Reply #349 on: September 30, 2012, 04:29:27 PM »

It seems unreal that you're getting tanked with run-times.
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sb3dgraph
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« Reply #350 on: September 30, 2012, 04:53:24 PM »

Just another compare screen.
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The Rookie
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« Reply #351 on: September 30, 2012, 05:17:43 PM »

I think you could go either way, the game looks good with either set in my opinion so it really is up to you.
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baconman
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« Reply #352 on: September 30, 2012, 06:06:47 PM »

I think upper set, on both occasions. Spiffy concept, btw.
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Oddball
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« Reply #353 on: October 01, 2012, 12:33:03 AM »

If the main concern is performance then why not have both? Lo-res for weaker systems, or those that like lo-res, and hi-res for those with beefy systems.
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sb3dgraph
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« Reply #354 on: October 01, 2012, 05:42:25 AM »

If the main concern is performance then why not have both? Lo-res for weaker systems, or those that like lo-res, and hi-res for those with beefy systems.
Unfortunately, I can not do so. There are some technical difficulties. Architecture of the program is not very easy and quite complicated. Yes, this is my fault.
Shrug

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JobLeonard
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« Reply #355 on: October 01, 2012, 11:42:45 AM »

Well, if you're looking for how to spend your time, you might want to set aside a month or so just on restructuring and rewriting Wink. Future you will be grateful for your efforts.

Also, the creative downtime might give you some breathing space to be inspired about what else to do content-wise.
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tchassin
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« Reply #356 on: October 01, 2012, 12:50:24 PM »

You should probably focus on the game itself before changing the graphics. Once the game is done, you could could implement something like texture pack or something.
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sb3dgraph
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« Reply #357 on: October 02, 2012, 07:51:46 AM »

Well, if you're looking for how to spend your time, you might want to set aside a month or so just on restructuring and rewriting Wink. Future you will be grateful for your efforts.

Also, the creative downtime might give you some breathing space to be inspired about what else to do content-wise.
Now the game's code was too much. So much I will not undertake to refactor.

But yes, you're saying is true.

You should probably focus on the game itself before changing the graphics. Once the game is done, you could could implement something like texture pack or something.
Yes, but as you see, I had already begun to redraw the graphics.

Now start doing something else - probably not the best option.

« Last Edit: October 02, 2012, 03:35:04 PM by sb3dgraph » Logged
sb3dgraph
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« Reply #358 on: October 02, 2012, 11:58:43 AM »

-------------
I think that the project will not name. All names are ugly...
-------------

Evil

And I continue to do a new texturpack.
Also added to the game to shoot a barrel of rum. And two unique enemies: Doctor Ouch-Pain and Vij.



« Last Edit: October 02, 2012, 03:34:39 PM by sb3dgraph » Logged
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« Reply #359 on: October 02, 2012, 04:03:38 PM »

-------------
I think that the project will not name. All names are ugly...
-------------

Evil

And I continue to do a new texturpack.
Also added to the game to shoot a barrel of rum. And two unique enemies: Doctor Ouch-Pain and Vij.





I really really think you need to sit down and think about where you want this game to go. You keep changing your mind on very very basic things and if you keep this up the game is likely to never see the light of day which I very much want it to do.
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