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TIGSource ForumsCommunityDevLogsSongbringer: a procedural action RPG
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Author Topic: Songbringer: a procedural action RPG  (Read 56772 times)
oldblood
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« Reply #100 on: May 07, 2015, 04:10:04 PM »

Congrats on hitting the funding goal. Well done!
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wizardfu
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« Reply #101 on: May 07, 2015, 07:00:13 PM »

Thanks!
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wizardfu
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« Reply #102 on: May 09, 2015, 02:28:50 PM »

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Octopus Tophat
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« Reply #103 on: May 09, 2015, 05:36:41 PM »

Oh yeah. Look at that logo! So much better than before  Gentleman
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wizardfu
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« Reply #104 on: May 10, 2015, 12:55:55 AM »

Agreed! Smiley
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mzn528
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« Reply #105 on: May 10, 2015, 08:56:42 AM »

Yo Nathan just want to say congrats on reaching the goal! Backed it a while ago and it is good to know that this is coming along nicely and I get to be a part of the early access hahaha
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Noob Game Dev and Pixel Artist, twitter @mzn528

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« Reply #106 on: May 10, 2015, 09:01:09 AM »

Hooray! Gentleman
Seriously though. Congrats on reaching your goal. Maybe you'll hit some stretch goals too!   Hand Money Left Smiley Hand Money Right
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wizardfu
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« Reply #107 on: May 10, 2015, 01:39:57 PM »

Thanks you guys!  Hand Thumbs Up Left  Hand Metal Left Toast Left
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wizardfu
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« Reply #108 on: May 11, 2015, 12:39:19 AM »

Today I learned to spell psychedelic.

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wizardfu
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« Reply #109 on: May 27, 2015, 02:05:35 PM »

Did some profiling last week and got the game to run >4000% faster. I cringe to think of what the code used to look like!

This is one of the perks of optimization: being able to put 99 enemies on one tiny screen. The result? Chaos.

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RujiK
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« Reply #110 on: May 28, 2015, 07:01:58 AM »

4000%? What was your FPS before and after?

If it was even just 60 fps, then it is now 2,400 fps? I'm a little pessimistically skeptical.

Lots of monsters is really cool though.
« Last Edit: May 28, 2015, 08:09:20 AM by RujiK » Logged

wizardfu
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« Reply #111 on: May 28, 2015, 12:50:04 PM »

Sorry, I would be more accurate to say 4000% more efficient. The game used to consume 9700ms per 10000ms and now it's down to 2200ms. This is largely due to using plain old arrays for accessing components in the ECS (now published on Github), optimizing the MoveSystem and using gl_FragCoord in the shaders so custom uniforms don't have to be sent for every sprite.
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wizardfu
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« Reply #112 on: May 30, 2015, 11:54:32 AM »

Had some fun this week with making tiles fall away to reveal sky.

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IconicGames
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« Reply #113 on: May 30, 2015, 01:30:24 PM »

Been following this awhile. I just wanted to chime in and say this looks awesome. I love what your doing and going at it solo is a true challenge but also very rewarding (speaking from experience)

Congrats on reaching your funding goal and I will for sure be following this until release.
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wizardfu
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« Reply #114 on: May 30, 2015, 11:54:16 PM »

Thanks, Iconic! BTW, keep up the good work on your game too.
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Mark Mayers
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« Reply #115 on: June 02, 2015, 07:08:25 AM »

This looks really cool Smiley

There's definitely a good level of polish here. Reminds me of some of the Devolver published games (in the best of ways).

So are you making this from scratch with C++ or are you using an existing game engine of some kind?

And it's just you right? I'm impressed! Seems like you have a lot of interesting content on your hands!
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« Reply #116 on: June 02, 2015, 05:01:52 PM »

Hi Markefus, Songbringer uses the cocos2d-x cross-platform game engine. I highly recommend it if C++ and open-source is your thing.

Yep, it's a solo project. My first game making all the art, music and code so it's very exciting. Smiley

BTW, Desolus looks AMAZING.
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Mark Mayers
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« Reply #117 on: June 02, 2015, 06:27:57 PM »

Hi Markefus, Songbringer uses the cocos2d-x cross-platform game engine. I highly recommend it if C++ and open-source is your thing.

Yep, it's a solo project. My first game making all the art, music and code so it's very exciting. Smiley

BTW, Desolus looks AMAZING.

Ah, I've heard good things about cocos2d-x before.
I'm using Unity and C# although I am a C and C++ guy at heart, ha.

And thank you very much!! Solo dev is no small feat; definitely keep up the fantastic work and I'll be following development Smiley 

Congrats on the Kickstarter too!
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wizardfu
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« Reply #118 on: June 06, 2015, 12:26:08 PM »

Busy week getting Xbox controllers to work and finally completing these big boss doors. These will open by either completing a puzzle or defeating a difficult enemy elsewhere in the current dungeon.

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ernanir
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« Reply #119 on: June 06, 2015, 08:30:49 PM »

Congrats on getting funded.

You inspired us to create our kickstarter campaign.

All the best
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