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TIGSource ForumsCommunityDevLogsRemnants of Naezith [Wishlistable on STEAM]
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naezith
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« Reply #40 on: November 13, 2015, 06:18:16 pm »

Aaaaaaaand I finally finished it, took so much to add interpolation everywhere (even into Menus) but it is like best update ever I did since the beginning.

For people who does not know what is interpolation, here is a quote:

"You’re actually delaying the simulation by one frame and then doing the interpolation to ensure smoothness. That is all. Otherwise you get jitter because the simulation rate and the render rate don’t match — eg. 1,1,1,2,0,1,1,1,2,0, etc… That doesn’t look good. The eye notices. The interpolation with accumulator fixes that, but costs you one frame of added latency. — cheers"

I already had 125 tick fixed timestep but it was feeling choppy even at unlimited FPS(+500) or locked with VSYNC(144,120,60) none of them worked. I tried like million other stuff like drawing tilemap as VertexArray or 2D sprite array, NOTHING worked until this interpolation thing.

If you have a fast-paced game, JUST DO IT, it is taking time to interpolate the whole project but it totally worth it.

Here is the post I learned it from : http://gafferongames.com/game-physics/fix-your-timestep/
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Yxven
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« Reply #41 on: November 13, 2015, 08:12:18 pm »

The movement looks great.
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lithander
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« Reply #42 on: November 14, 2015, 06:31:21 am »

I already had 125 tick fixed timestep but it was feeling choppy even at unlimited FPS(+500) or locked with VSYNC(144,120,60) none of them worked. I tried like million other stuff like drawing tilemap as VertexArray or 2D sprite array, NOTHING worked until this interpolation thing.

The simplest way that in my experience also looks very smooth is to use vsync (e.g. 60hz) and update your gamestate by a const delta time of 1/60s. That looks smooth as long as you never drop below the target framerate.

I'm not arguing against interpolation technique you use now - but it *is* rather complicated.
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@pixelpracht | Codemonkey at KING Art Games | Active Devlog: HORDE
naezith
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« Reply #43 on: November 14, 2015, 07:49:16 am »

I already had 125 tick fixed timestep but it was feeling choppy even at unlimited FPS(+500) or locked with VSYNC(144,120,60) none of them worked. I tried like million other stuff like drawing tilemap as VertexArray or 2D sprite array, NOTHING worked until this interpolation thing.

The simplest way that in my experience also looks very smooth is to use vsync (e.g. 60hz) and update your gamestate by a const delta time of 1/60s. That looks smooth as long as you never drop below the target framerate.

I'm not arguing against interpolation technique you use now - but it *is* rather complicated.

I would not enjoy playing that game then Tongue People have amazing monitors with 120, 144 Hz refresh rate at their home these days. Why would they see 60 fps of update instead of 144? Its A LOT smoother.

Updates:
  • Fixed Blade's spinning animation.
  • Added V-Sync as option into Settings.
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naezith
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« Reply #44 on: November 14, 2015, 05:21:18 pm »

Playtest demo will be here in very near future but I wanna make sure I get the all speed/distance constants feel super-right. So I tweak everything from land running speed to hook length, like everything. Trying different values.

I will spend 1-2 days just for this because everytime I change a constant like these, I have to erase all leaderboards of all levels since all the balance change, and also replays get broken. So I wouldn't change it when people submitted tons of scores with replays, which happened many times already but we're like 3-5 people. Even like this, we spend a lot of hours to get the best score to get #1 place, competitive! Smiley And then I change something and all those effort gets removed, which is so sad.

Updates:
  • Changed some speed constants to experiment new values.
  • Did tons of optimization about rendering and collision checks.
  • Fixed tons of bugs, specially about interpolation since it's fresh.
  • Fixed easing function was not properly working in some specific situation.
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naezith
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« Reply #45 on: November 15, 2015, 10:00:20 am »

I fixed some stuff again and updated the whole website, removed the devlog there since I am posting here. Made it a lot cleaner, like a landing page.
Here it is : http://naezith.com/

Updates:
  • Blocked story mode entrance.
  • Fixed the crash that happens in Menus.
  • Level Editor: Fixed Upload Level and Delete Level were not functioning correctly in specific situations.
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naezith
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« Reply #46 on: November 16, 2015, 01:10:20 pm »

Musician just gave me his new "work in progress" track, its the #4 and here is the complete list for now.

Soundtracks:
COMPLETE OR NEEDS JUST A LITTLE BIT POLISHING vvvvv
WORK IN PROGRESS vvvvv
« Last Edit: November 16, 2015, 01:51:17 pm by naezith » Logged

naezith
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« Reply #47 on: November 17, 2015, 10:34:17 pm »

I spent pure 8 hours yesterday on changing my code around, trying everything to fix the disturbing periodic stutter I got... Finally I gave up and slept at 05:00 and now it's 8:30 I will go to university. I just wanted to try more stuff this morning and I put,

Pre Rendered Frames - Use 3D application's setting
Threaded Optimization - OFF

in Nvidia settings of my GTX770, bam, smooth as fuck! There is not any frame that stutters or something.

I am sad about lost time but super happy about the results! Finally project can continue again...
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naezith
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« Reply #48 on: November 20, 2015, 03:29:56 pm »

Hello there, I did a very cool update, Added filtering and sorting to Custom Levels Menu. I put them in a different page because I might add more search settings like "enabled player abilities".

Here are some screens:









Updates:
  • Added Custom Level Search Settings.
  • Fixed Ghost was falling when he finished the level.
  • Fixed Ghost's arms and hook were invisible.
  • Fixed hook was not reaching the player if player was so fast.
  • Fixed some interpolation bugs.
  • Added logger which saves notifications to debug.txt.
  • Removed replays folder.
  • Fixed Ghost was falling when he finished the level.
  • Fixed hook and character arm animation bugs.
  • Changed Back button behavior on Scorescreen.
  • Fixed couple other little bugs.
  • Fixed tracking laser was not functioning.
  • Added slow-motion, but not using it yet.
  • Fixed Water logic bug.
  • Improved the player line button in Scoreboard.
  • Fixed Water's color was so blue that it was not easy to see, its temporarily red now.
  • Changed default Vertical Sync value is now ON, game is a lot smoother like this.
  • Fixed offline mode was requesting Login without internet.
  • Increased hook launch speed from 2250 to 2750.
  • Optimized angle and absolute value calculations and some other stuff.
  • Fixed Player's and Ghost's couple visual bugs.
  • Fixed sometimes variable height was not working and it was causing replays to desync.
  • Improved the GUI.
  • Added Custom Levels "Played By", also sorts with that.
  • Changed look of Leaderboard and Custom Levels
  • Hook and arms of character and ghost are broken when hook level is 1 or 2.
  • Changed the visuals of Character ability levels.
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ernanir
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« Reply #49 on: December 05, 2015, 03:42:36 pm »

Hello there, I did a very cool update, Added filtering and sorting to Custom Levels Menu. I put them in a different page because I might add more search settings like "enabled player abilities".

Here are some screens:









Updates:
  • Added Custom Level Search Settings.
  • Fixed Ghost was falling when he finished the level.
  • Fixed Ghost's arms and hook were invisible.
  • Fixed hook was not reaching the player if player was so fast.
  • Fixed some interpolation bugs.
  • Added logger which saves notifications to debug.txt.
  • Removed replays folder.
  • Fixed Ghost was falling when he finished the level.
  • Fixed hook and character arm animation bugs.
  • Changed Back button behavior on Scorescreen.
  • Fixed couple other little bugs.
  • Fixed tracking laser was not functioning.
  • Added slow-motion, but not using it yet.
  • Fixed Water logic bug.
  • Improved the player line button in Scoreboard.
  • Fixed Water's color was so blue that it was not easy to see, its temporarily red now.
  • Changed default Vertical Sync value is now ON, game is a lot smoother like this.
  • Fixed offline mode was requesting Login without internet.
  • Increased hook launch speed from 2250 to 2750.
  • Optimized angle and absolute value calculations and some other stuff.
  • Fixed Player's and Ghost's couple visual bugs.
  • Fixed sometimes variable height was not working and it was causing replays to desync.
  • Improved the GUI.
  • Added Custom Levels "Played By", also sorts with that.
  • Changed look of Leaderboard and Custom Levels
  • Hook and arms of character and ghost are broken when hook level is 1 or 2.
  • Changed the visuals of Character ability levels.

Crushing those tasks like a beast!  Coffee
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naezith
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« Reply #50 on: December 05, 2015, 05:28:10 pm »

...
Crushing those tasks like a beast!  Coffee

Haha, I've been very busy with university but this did not affect my development, yet I could not post updates here. Sorry for that so again, here is another task-list I completed. This time it's kinda huge!  Beer!

A footage clip for you : https://twitter.com/naezith/status/672955424820363264

Another RoN official Soundtrack in development : http://puu.sh/lKMqB/e2c4350e62.mp3

I was using this changelog notation for a long time but it was getting broken when I paste the list here, but this time I spent time to fix the list, here it looks beautiful now  Wink

***Tell me if there is anything you specially would like to see in those updates, I will make a gif of it.

Updates:
05.12.2015,
         22:48 ->
Blood effect on moving blades.
         18:45 -> Fixed ESC menu was not getting black.
                Editor: Added Undo(CTRL+Z) and Redo(CTRL+Y) back.
                Editor: Added quick-save (CTRL+S)
                Improved the hook glow, now its animating.
                Removed vignette.
                Improved overall performance.
         11:08 -> Editor: Fixed some small bugs about parallax bg drawing.
         10:58 -> Fixed the parallax amount of tile layers.
         03:10 -> Added static and parallax tile background layers.
04.12.2015,
         20:41 ->
Improved parallax background movement and added Y axis too.
                Increased parallax image quality 3x.
                Increased layer count from 3 to 8.
                Fixed laser's small visual bug.
                Spike tile hitbox is 0.5x0.5 again.
02.12.2015,
         20:21 ->
Fixed water objects were overlapping eachother.
         08:18 -> Changed the parallax background.
01.12.2015,
         23:01 ->
Editor: Fixed water object was crashing the game.
                Added Screenshot button, F12.
         21:38 -> Enchanced the water visuals.
         21:21 -> Added temporary parallax background.
30.11.2015,
         10:34 ->
Editor: Tile erasing is also working as continious lines now, no spaces.
                Bottom edge of the level kills.
                Your head bumps top of the level 2 tiles higher than before.
29.11.2015,
         12:34 ->
Editor: Fixed it was not adding single tile.
                Added more tile variations to the tileset. (Thanks decldev!)
         04:04 -> Removed camera shake on rocket hit.
                Editor: Fixed homing turret cursor was invisible.
28.11.2015,
         02:22 ->
Made the water feel thicker.
         02:07 -> Fixed animation snaps when swinging back and forth.
         01:22 -> Fixed old toggle lasers were twice faster than normal.
27.11.2015,
         11:41 ->
Added BEAM STYLE(Line, Lightning, Both) option into settings.
                Added optimized Tile-based static shadows.
                Added color to player when dashing.
                Shrunk the spike tile hitbox.
                Fixed hook glow was not synced with the hook's position.
                Removed lightning effect from lasers.
                Optimized beams and lightning effects of them.
                Optimized the FPS when there is not any water on screen.
                Generally optimized the object arrays.
                Generally increased the FPS.
                Fixed camera position was snapping on ESC.
                Fixed a crash caused by the new Toggling laser creation.
                Tile shadows now rendered after player so shadow will drop on player.
                Fixed Custom Levels menu was showing the ranks in levels you did not play wrong.
                Custom Levels menu now remembers the last selected level for cursor.
25.11.2015,
         01:27 ->
Added on & off time for Toggle laser.
                Fixed a bug on calculating angles of vectors.
24.11.2015,
         02:24 ->
Added Resetting clock after loadings and stuff to prevent freezes.
22.11.2015,
         15:45 ->
Added music playlist looping.
                Added Remnants of Naezith OST - Breakthrough
         15:17 -> Fixed Zoom in & out was affecting the GUI.
         03:03 -> Editor: Connect the tiles when drawing with tiles.
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naezith
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« Reply #51 on: December 06, 2015, 02:27:59 pm »

There are 3 parallax background layers now, and also 4 tile layers: foreground, static background, parallax background-1, parallax background-2. They all are editable in the Level Editor, you can put any tile you want there. Foreground is the main gameplay layer that character interacts with the world.

Today I added tons of decoration tiles into the game, so I had to 4 extra layers onto every other old tile-layers. I have an autotiling feature that you don't need to change tile look and put that, it automaticly picks the correct image for that tile type in that position. But ofcourse decoration should not work automaticly so I had to change my code A LOT, just for the decoration.

Here is a demonstration of the new decoration stuff:


I have to say these last 3 days of updates were revolutionary for me and the game, hope you like it.  Coffee
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naezith
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« Reply #52 on: December 07, 2015, 06:16:26 pm »

Since the level looks beautiful now, I decided to make a level and load it in the menus!

Here it is, water is waving and camera is moving around veeeeeeery slowly...



08.12.2015,
         03:47 ->
                Added shadow to texts.
                Changed the size and transparency of the energy bar.
                Improved GUI look.
                Editor: Fixed it was allowing enter button until the playtest starts.
                Added dynamic background for menus.
07.12.2015,
         12:24 ->
                Added alternative dash sound.
         01:58 ->
                Removed the rock effect on toleranced ground jump.
         01:45 ->
                Added decoration tiles.
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naezith
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« Reply #53 on: December 09, 2015, 07:51:18 pm »

Hey there! I got some cool updates for you,

Here is the amazing level a friend made for the game, brilliant design: https://twitter.com/naezith/status/674724902801440768


And I spent so much time on Depth of Field effect but finally made it work, here everything behind the first background layer gets blurred, check the far background at right side:


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naezith
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« Reply #54 on: December 17, 2015, 02:27:23 pm »

Lasers placed next to walls were being problematic sometimes like laser was hitting to the tile instantly because the lasers were placed on the tile grid, so tile starts at 0... ends at ...32, laser is placed on the 0 when snapped to grid so it instantly hits to the tile.



I spent +6 hours on it, tried different stuff like placing the laser 1px away from it's original position to prevent that, it had another problems coming up so I started writing very hardcore hacky "if" statements and I finally made it! Here is the final result :

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Pixel Noise
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« Reply #55 on: December 17, 2015, 04:08:04 pm »

Really like the action design! And the OST sounds good so far - didn't get a listen with good headphones, but the tracks were good.
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Pixel Noise - professional composition/sound design studio.
 https://soundcloud.com/pixel-noise
 https://twitter.com/PixelNoiseMusic
 https://www.facebook.com/pixelnoisemusic

Currently working on the Underworld Dungeon OST!
https://forums.tigsource.com/index.php?topic=50972.0
naezith
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« Reply #56 on: December 18, 2015, 11:43:19 pm »

Really like the action design! And the OST sounds good so far - didn't get a listen with good headphones, but the tracks were good.

I don't know if they are a little bit tiring but we will find out, thanks for kind words!

Aaaaaaand here is the art I was waiting for, it is still in progress but here it is Coffee


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naezith
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« Reply #57 on: December 19, 2015, 02:25:04 am »

1080p 60 FPS Gameplay video is here:



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naezith
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« Reply #58 on: December 20, 2015, 04:53:51 pm »

I was trying to achieve "Thunder" effect, a simple lightning strike.

What the heck is this?

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naezith
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« Reply #59 on: December 21, 2015, 10:02:06 pm »

New soundtrack! : https://soundcloud.com/pronomicalartist/remnats-of-naezith-ost-scolding-fire

Remix of that : https://soundcloud.com/pronomicalartist/remnants-of-naezith-ost-scolding-fire-trailer-edit-bonus-track

Also updated version of the art, still will get polished soon,



What do you think?
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