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Journals / Re: Non Named (Updates whenever)
« on: November 09, 2018, 11:12:13 am »
I am no longer posting on this thread.

If you wish to see updates, please view my Twitter.

Journals / Re: Non Named (Updates whenever)
« on: September 22, 2018, 04:25:50 pm »
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Battle portion of the game has been making heavy progress. Thank you for anyone who's been waiting, and sorry for the delays.

I was wondering if it's possible to mix the colours of a layer (let's say "colourmap layer") with the actors of certain groups. I was wondering because I wanted to make a faux shadow-effect like this.

I've tried overlaying this layer on top of actors before, it just looks awkward because it doesn't set the actor color fully.

Journals / Re: Non Named (Updates whenever)
« on: September 01, 2018, 11:34:40 am »
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Yes/no trees are now no longer a pain to do due to how I rewrote everything. The inventory menu is now somewhat working.

Journals / Re: Non Named (Updates whenever)
« on: August 31, 2018, 05:20:04 am »
Is there any documentation on how? As I'm at a loss on exactly the way to do it.

Journals / Re: Non Named (Debugging, maps, and other stuff)
« on: August 30, 2018, 09:46:44 am »
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Small-ish update. Added some visual effects and stuff (along with a little bug)

Other things:

NPCs now have chatter that can be scripted to say whatever.

Lists are now used for NPCs, their animations, and actors. This is so I can create cutscenes with multiple objects easily.

Thinking of implimenting a simple node based pathing system for enemies based off nodes already placed in the map (how hard would this be to do?)

I was wondering, as I need some variables to be reset when the behavior is re-enabled.

Ask a Question / Re: Visual studio not installing right.
« on: August 22, 2018, 07:07:55 pm »
Dunno what went wrong, but I reinstalled Windows and installed Visual Studio install to a different folder. Works now.

Thread is solved.

Ask a Question / Visual studio not installing right.
« on: August 22, 2018, 02:17:44 pm »
So I just installed to a new hard-drive, and for some reason, Visual Studio pulls up these errors while installing. I've never had this happen before. Am I doing this wrong?

Chit-Chat / Re: Experiments with Engine Step Size.
« on: August 19, 2018, 09:13:20 pm »
Interesting. I assumed that it ran slower, which is why the performance was overall better.

Either way, I just did this more so as a test to see how the engine would function at different step rates. I am interested at what happens to the refresh rate when ran at 5, though.

Chit-Chat / Experiments with Engine Step Size.
« on: August 19, 2018, 06:33:42 pm »
So, I've been fooling around with a simple formula that adjusts the game to adjust to step size.

The top code adjusts the step size (ten is default) and the bottom adjusts the based off the step size. This can be used to filter out movement so it works properly no matter the step size. For example, if you want consistent X-speed:

This works with most things step size tends to affect (x,y speeds, gravity) And thus, by theory, allows the game to remain consistent in timing for most of the issues step-size can cause.

Here's where it gets interesting. As higher step sizes (game runs slower) actually allows for more performance! I've done various tests below with always active, collision based actors. with a behavior attached to each.

Flash testing:

10 - default: 35-40 of these before heavy FPS drops on my PC on flash

20 - About 75-80-ish before heavy FPS drops. The game runs with 1 frame input delay, which doesn't function that badly. (Note, moving the camera other than pointing it to an actor causes it to stutter at anything after 10, which I would avoid)

30 - Input delay is noticeable, timing on variable functions feels iffy, almost 90 of these actors until heavy frame drops.

40 - Collision issues, and stiff feeling of control. Almost 110 actors before heavy frame drops. Game seems to skip frames?

Decided anything after 50 would not feel worth to document.


It's been well known that windows runs miles better than Flash, so lets put that to the test, shall we? (Note, all the same odd effects like input delay also count here)

10 (default) - about 180 before dropping to 30 FPS on my rig

20 - 250 before I started getting some nasty lag.

30 -  about 290-ish before the lag got bad.

40 - 330 actors before heavy lag.

So what about a step size of 5? Which is the game running twice as fast, and thus demands more resources. Logically, it would make things move at half speed. But for impacts on FPS? Let's test.

Flash - 20 actors before serious lag.

Windows - 100 is when the FPS dropped badly

(Also, anyone with a 60 + FPS monitor want to test if it will run at beyond 60 FPS with this method? Would be interesting)

Lag and functions.

For those who don't know, change in attribute functions can react oddly in some ways when the FPS drops. Depending on how you use them, the following can happen on low FPS:

* If used for X and Y speed momentum, it'll cause you to slide about like ice heavily.

* Things will take longer to react (for example, if you used a function as a way to determine if a button has been held)

Logically, some automatic adjustment behavior will need to be set up based off the FPS in order to fix this.

In conclusion. If you wanted to squeeze out some extra performance subtly, you could make the game run at a step size of 20 and adjust the timing and movement as so.  This both doesn't look that awful, and doesn't hinder gameplay as much as others.

Journals / Re: Non Named (Debugging, maps, and other stuff)
« on: July 30, 2018, 09:29:05 pm »
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Just testing some new stuff. Mostly reusing some older assets to get stuff done.

Some brief changes:

*Tighter, more optimized codebase.
*Added a tad bit of momentum, you now have an acceleration and deceleration time.
*Options menu now slides up than just spawning out of nowhere. All overworld UI will be bounded to the bottom, now.
*The game is now in 16:9.

Journals / Re: Non Named (Debugging, maps, and other stuff)
« on: July 28, 2018, 09:33:29 am »
Little thing. I have good news, and bad-ish news.

The good news is that I have enough screenplay written up that there's a chance for a possible demo soon.

The bad news is that I'm building the game from scratch, since it was built with spaghetti to the max, and it's obviously affecting how the game runs. I'm much more organized and overall better at cleaner design this time, so it shouldn't be an issue at all.

Journals / Re: Non Named (Debugging, maps, and other stuff)
« on: June 19, 2018, 10:47:46 pm »
Just a note on what's done!

    • Story – outline – almost Gold
    • Story – screenplay – not started
    • Locations – text only – gold
    • Locations – full maps – not started
    • Characters – text – WIP (Got 2 done today)
    • Characters – designed – not done
    • Game Design Document – almost Gold
    • Story-boarding – not started
    • Item list – not started


    • Mechanic ideas – written, not explained
    • AI goals – not written
    • AI and NPC movement systems – not written
    • Battle mechanics – not written
    • Follower system – documented, not fully written


    • Player and NPC sprite style – being redone
    • Battle visual style – beta
    • Item sprites – not done, only examples built.
    • Tilesets – need to be redone
    • Text boxes – fine for now


    • Menu sounds – beta
    • Music – is none right now, will be added later
    • Ambient sounds – none
    • Battle sounds – none right now
    • Sound panning – ?
    • Sound volume based of location proximity – to be added

Just to note that the game is being built on the newest public version of Stencyl now, as it's running on 3.4. Been spending time checking if any errors have been made from the upgrade from 3.3

Journals / Re: Non Named (Debugging, maps, and other stuff)
« on: June 09, 2018, 09:34:19 pm »
Well, good news! The Game Design Document is pretty much done (including the story outline, as I finally settled for one after 4 re-writes). As now second phase of planning starts.

Hopefully, things go smooth this time.

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