Arima's Recent Forum Activity

  • Thanks everyone, I'll put that money to better use by getting an i7 instead of an i5 then.

    saiyadjin My current specs? Vista, AMD Athlon 64 x2 4400+, mechanical hard drive, 3.5 GB DDR2, 512 MB Geforce 9800GT, so a new computer is going to be quite the upgrade.

  • AFAIK PCI Express SSD can be even twice faster than SATA SSD. Haven't had a pleasure to play around with it so I can't confirm it, but if you will, please share your experience .

    Yeah, some of them are even faster than that at least for read speed. The normal SSD I'm looking at is 550 MB/s read, 520 MB/s write and the PCI one is 1400MB/s read, 600MB/s or 1000 MB/s write (the product page lists both write speeds in different places. I'm a little confused).

    If I do get one I won't have a way of properly comparing it though as it'll have to be part of a new computer, and my current computer has a mechanical drive.

    Hard to say. My laptop (PCIe SSD) boots in 3 seconds and takes 4 seconds to preview Copy Girl. My desktop (Samsung 850 Evo) boots in around 15 seconds and takes 5 seconds to preview Copy Girl...so the PCIe is much faster but only helps preview by about 1 second. That's not accounting for the rest of the machine though. My desktop's CPU is much faster so maybe that has something to do with it.

    Yeah, that's what I'm not sure of. If previewing is limited more by the CPU than the SSD, the extra speed would be unused at preview time.

    Also, that's a slightly older PCIe SSD. A brand new desktop PCI SSD could be faster but you're talking at least $400. Also I've heard they have some issues if used as a boot drive, but I don't remember the details. Last I looked into them was almost 2 years ago.

    I don't have a need for huge amounts of storage, so the one I'm looking at is actually quite a lot cheaper, at $145-160 for 240GB. $400 is out of my price range.

    Thanks for the heads up about possible problems using them as a boot drive - that's what I was planning on using it as so I'll look into it before deciding.

    I have a regular Kingston 60GB SSD and my game takes 10 seconds to preview - 5 to open up NW.js and 5 to load. Windows 10 opens up in about 7 seconds. Getting an SSD was a great decision, especially because the 60GB was at a really good price. I don't think upgrading to a PCI-E one would be worth it though, I mean, even if it's twice as fast it's just like 3 seconds faster...

    Yeah, I'm really on the fence about it. I'm just remembering how the CC version of loot pursuit would take 3-5 minutes to preview and am hesitant to make a decision because of it. I know C2's way faster than CC when previewing, but I don't know how long it'll actually take which just leaves me unsure. It might be worth it just for the piece of mind.

  • Anyone have one? I know normal SSDs are faster than mechanical drives, but has anyone noticed a significant improvement with a PCI SSD for preview times? I'm trying to determine if they're worth the cost.

  • Does C2 use code protection when exporting to nw.js? If so, that means there's an extra ~30% performance hit as mentioned on this page: https://github.com/nwjs/nw.js/wiki/prot ... 8-snapshot

    [quote:1i3vnw8n]The compiled code runs slower than normal JS: ~30% performance according to v8bench. Normal JS source code will not be affected. Again, if you have a real need against this limit, please file an issue and we'll find time to fix it.

    ~30% is quite a lot... if C2 does use it, maybe we should have an option to turn it off.

  • Aphrodite As I understand it, CS2 is free for everyone, but only for non-commercial use.

  • Jerementor Awesome! Thanks for the interest, I've got lots more stuff on the way!

  • Yep! I've already started on it but my first attempt wasn't very clear. I'm redesigning it to be much more readable.

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  • How I do it is by checking frequently for line of sight to the destination, and when the sprite has it I stop the pathfinding behavior and start the moveto plugin.

  • Got lotsa new features implemented!

    In this one I've consolidated all the individual HP numbers that appear with each hit - with the units moving around so much and so many of them appearing, it's too difficult to tell what's actually happened, so now with each hit it updates the one above them instead.There's also HP/SP bars and a ring shows the character's target. I'm going to improve upon that and make a line connecting the two as well to make it more easily readable.

  • Colludium Is it still happening? My only idea is my web host might have been down when you looked.

  • Simple answer: the reaction time for most of the game is the player's own reaction time, and can be made easier by reducing the battle speed.

    Detailed answer: the basic gameplay loop is this:

    • Game auto-pauses when a character is ready
    • Player inputs command
    • Character immediately performs the command
    • Character pauses for a moment

    Early in the game, the player will get the ability to interrupt the pause after an action and enter a command before the game would normally auto-pause.

    The upside is getting to do the next action sooner, the downside is it increases the stamina use rate so abilities will use more SP than they normally do. All actions require stamina, so interrupting the pause repeatedly will quickly tire a character. Use too much, and they won't have any for when they need it to react to an incoming attack. Waiting for the full pause brings it back down again at a rate that I haven't decided yet and will likely be upgradeable.

    However, there are times where it would benefit the player to use a lot of SP quickly, so I've also got a combo system implemented so players can queue up commands and have the characters do them one immediately after the other.

    Another benefit of doing it this way is instead of just selecting a combo from a list, it means the player gets to be creative and come up with their own combos from the abilities they already have.

    The game is also going to have the ability to easily change the battle speed for people to choose what they're comfortable with - people with better reaction times can crank it up, but they can put the game into slow-motion when things get crazy like when fighting against a swarm.

    I've already got most of what I've described working, and I'll be posting some gifs of the combo system in action after I show some of the other things I've got implemented too.

  • But if you use groups then there's a different story. Unlike triggering the function, toggling a group takes one tick. So if you activate a particular group, code which is under this group will be triggered next tick.

    That's not exactly correct. Toggling a group is instant, so if you activate a group before the group in the event sheet it will run the same tick, but if you activate it after the group in the event sheet the group won't run until the next tick.

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Arima

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