GenkiGenga's Recent Forum Activity

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  • Cheers for the responses, i cleared my cache and thanks for the tip Newt - if necc it wont be a problem to reduce it by a couple of hundred just by melding small images into big ones.

    Ah I hadnt thought of that Ashley (thank you), I ran the game in chrome on canvas and it runs pretty much the same as it does in webgl! (hoorah) - with the exception of the area with Yanns fog example. Suprisingly IE handles his effect brilliantly! but i drop about 30 fps with chrome on canvas.

    Lol i give up trying to understand it - least until this demo is out. (Worse comes to worst i need webgl ill still be satisfied).

  • Im going to quote Harrio,

    what he said...

  • Yeah i havent used firefox yet but chrome is giving me great performance on my system at least.

    Thats good to hear eyeliner, im hoping that its a local issue for me as id really like the game to be playable in IE as well.

    Sometimes it does work fine, its almost like something is draining my system at those times it does lag for IE (not c2 though perhaps another program)I'd start suspecting my antivirus but then my brain would start hurting again.

  • Sounds pretty good to me Sully.

    Best save some smoke bombs for that battle! :)

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  • Has anyone been testing your games with IE? Im feeling a bit confused.

    My game is running perfectly in chrome (not surprising), however, with IE (on canvas) even though my fps doesnt drop i still get weird lag (its weird because there doesnt seem to be a notable pattern) - my first thought was that i have too many objects (over 1000 for the demo stage). I deleted a massive chunk of the stage to test it on 300, still the same weird lag.

    Not being technically trained i end up doing a lot of trial and error at this point - and i noticed that if i changed my "Sampling" to point, then all of a sudden it became perfectly smooth (exactly same performance as chrome). After hitting the play button about 5 more times i noticed the lag starting to come back - so then i decided to change the sampling back to linear, Bam! Perfectly smooth again!

    Should the act of changing the sampling back and forth increase the smoothness of the next test play? Or is this a browser issue perhaps?

    Note: the lag im reffering to is like juttery movement - not just of the player but all the images as they scroll onto screen.

  • clockler

    Wow, your right - that payment plan is horrible, especially as im only getting in one good session a week. The payment itself however is reasonably inexpensive, I may give them 3 months when it launches.

    Skyrim is definately on the list for me.

    Tokinsom I was also not impressed with dungeon defenders (I may have set my expectation too high), I actually wish they made it more tower defense and less action/adventure lol :) Still the final result is just a weak combination of the two.

  • > loot pursuit, yokai, my mantis demo, zotged/daiz's unnamed(?) title, minitroid, towerclimb

    I've seen it all. It did not impress me. Too corny.

    Harsh Qwary, some of those games are absolutely impressive! I havent seen them all but look at the yokai vids on you tube of the movement - or loot persuits take on the turn based combat.

    Im not sure who made this: youtube.com/watch

    Lol, take back that comment sir! :)

  • Awesome! Thanks for sharing this.

  • Im by no means an expert, but if you post a cap.x i will take a look.

    Worse case scenario i cant help, the cap.x will still let the next person help you easier.

  • Ill (hopefully) point you in the right direction until someone gives you a better answer.

    Create a global variable called light and give it a value of 100(or anything).

    then start an event -> every 1(or x) seconds

                             -> subtract 1 from light.

    (That will make it gradually reduce the light variable).

    Make an object. Add event -> on overlap with player

                                 ->add 10 to light.

    (that will fill it up when the object is stepped on).

    Then all you need is to apply darkness based on the number in the light variable.

  • Hi Stemkoski,

    Sorry for the late feedback - I almost missed this one!

    The graphics are pretty cool i have to say - the way you have done the asteroids themselves is impressive. I loved asteroids as a kid, I like that your adding new elements to the gameplay.

    I know its a wip, so i will just comment on what is there now.

    Not sure about other players but I found it too easy - you have given players the shield (which i think is pretty cool actually) so i think you should remove life all together - 1 hit = death, if not make it less hits to be killed.

    The ship size was a little uncomfortably big for the screen i felt - also, because of the ship size players are encouraged and rewarded with defensive shooting. (ie - my ship is too big to get out of the road in time - my only option is to destroy the object coming at me).

    Dont get me wrong - its cool if you want to leave it that way. Though i think this style of game really shines (and really captures your attention) when the player is forced to move while shooting.

    So my vote is; make the ship smaller while keeping the asteroids large.

    Reduce that break effect when you hold down - in a strange way the fact that the ship was so hard to control actually made it much more fun. (This is probably because if the ships movement is too controlled it becomes easy again - and therefore not paticularly engaging).

    As it is right now though - its still fun. Well done :)

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GenkiGenga

Member since 20 Oct, 2011

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