eliasfrost's Recent Forum Activity

  • Colludium Thanks for the hint, I will look into the blacklist next time I experience something like this. I acually optimized my collision checks just a few weeks ago and halved the cpu usage.

  • I also have a question about performance.

    For the game I'm working on right now I'm experiencing performance issues on laptops. The game runs at around 12-20% cpu and 60fps on my desktop computer where I develop the game but when I try to run it on a laptop the game tanks (FPS cut in half), even on a completely new laptop my brother got recently. So my question is: is there a difference between running C2 (HTML5) games on a desktop vs Laptop? integrated GPU vs desktop video cards maybe?

    Some info on the game, a typical level generally has:

    • 13 layers
    • 5 tilemaps (is this too much?)
    • 500-650 objects total

    The game uses 11mb of images.

    Desktop specs:

    W7 64x

    CPU: 3.0 GHz

    RAM: 8GB

    GPU: Radeon HD 6700

    Laptop specs:

    W8

    CPU: Core i5

    RAM: 8GB

    GPU: AMD Radeon R5 M230

  • Thanks mannygill

    Here's the new enemy in action, enemies now also drop items when killed.

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  • [quote:2pj6kv8a]It's interesting point considering that you have infinite time... actually we don't - time is the most limited resource what we have! Once you spend it, you never get it back. Money can always be made, but the time you spend you never get back... just food for thought.

    You summed up my previous thoughts quite elegantly, thanks.

  • I'd say that's a matter of bad communication rather than an issue with asset creation. Everyone on the team should know what they are to do in time for a deadline, if you finish your stuff early you polish your work further. I'm not sure I understand how it's faster to do everything yourself one thing after another when you can have a team work on everything simultaneously and possibly someone gets extra time to polish but I guess it's personal, I wouldn't call it a perk of solo development but a con. I mean, if it takes you longer to finish a project due to heavy workload on one person in constrast to a team sharing the burden, then it's not faster even if you start working on the next thing right after finishing the current thing, no?

  • >

    >

    > Another thing to consider is that when you create new animations for both sides, you run the risk of making the animation look drastically different, for example the character you've animated have very different archs and they will not hit the player from the same distance from both sides. Mirroring animations make sure that the character swings the same way and the same distance no matter which way it's facing. So mirroring sprites is not only productive, it also reduce player confusion and make your game more intuitive.

    >

    Good point. Since I'm not focusing in platform, what about top and down animations?

    Since you can't really mirror a sprite up and down unless it's a truly top down game (and even then, you would just rotate the sprite instead), you have to draw the top sprite and the down sprite seperately, making sure that the arch for the attack is the same, it's a little bit more work but not too bad. The important thing is that the player can tell that it's the same attack regardless of which direction the sprite is facing.

  • >

    > They both look great. There's really no need to create a whole other animation. Mirroring works very well here.

    > Nice Job!

    >

    Thank you for your feedback.

    I think I'll mirror then.

    Another thing to consider is that when you create new animations for both sides, you run the risk of making the animation look drastically different, for example the character you've animated have very different archs and they will not hit the player from the same distance from both sides. Mirroring animations make sure that the character swings the same way and the same distance no matter which way it's facing. So mirroring sprites is not only productive, it also reduce player confusion and make your game more intuitive.

  • Faster development is a strange one I think. When I work with other people I don't have to worry about making everythying myself. For example, one person mix the audio while I work on sprites while another person write the code for the character I'm drawing. Right now, I need to make the sprites, then make the audio, then write the code, it's incredbily slow. What's the thought behind that specific point?

  • Same, it's not too bad but it gets a bit annoying after a while. Not sure why it happens, I rarely resize the width of my events.

  • I have the same problem. I'm running on Windows 7 64x SP1. I can't use the feature at all, when I try to shift+rightclick the program freezes when I let go of RMB, once it froze my whole computer.

  • Thank you Genki

    A little update, first animation is finished:

  • I'm working on a new enemy type. Here's a quick screenshot of how it's going to look like when idle.

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eliasfrost

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