DrewMelton's Recent Forum Activity

  • Lol, when I read "screenshot of a c2 game" and saw the picture, I thought it was yours and said damn I'm going to have to step up my game! Then, I realized what it was. Of course, I'm still going to step it up, heh.

  • I was under the impression that we were supposed to use a separate bounding box (like a simple rectangle sprite) that the character is pinned to. It's supposed to be more consistent since it never changes. You would give the simple sprite the platformer abilities, and the character sprite would be just for looks basically.

  • It would be nice to have for isometric games as well. For example, if you have a treasure chest, you want the entire thing to be a clickable object, so you set the collision points to cover the whole object. However, for pathfinding, you want it so the character can walk behind the chest, so only the bottom of the object needs to be solid. So, you would need another sprite put on top of it for this.

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  • I don't have time to read it all right now, but I skimmed through it, and it was really interesting. I'll have to look at it closer when I have more time.

  • I'd say the one on the right looks better.

    Why is the low quality one on the left outlined in pink?

    Of course, to really judge a character's art style, it helps to see the background or environment graphics.

    And it depends on how big the characters will be in-game, what kind of style you are going for, and how well you can animate them.

  • I hope text objects aren't THAT bad... I'm using nearly 10 of them. There are about 5 different colors for the texts as well to make it look nicer. There is a lot of stuff to read in my game, but I guess that's the nature of an RPG.

  • Well, I finally broke down and made a second version of my project that has minimal animation frames. I also deleted some objects that probably won't be in the full game. I got the preview times under 10 seconds.

    The downside is that I can no longer enjoy full animations, so there will still be things I want to use my full project for.

    As my main project goes on, there will be more animations and level graphics. I figure load times will easily get over a minute.

    So, having a second version that can load fast will help for testing or tweaking. On the other hand, it means I have to copy things back and forth, and keep both up to date.

  • Hmm, I fired up the gamepad control capx and set it to chrome. I didn't see any problems. As soon as I hit the "A" button, it registers right away. I tried previewing it maybe 6 times and never needed to reboot chrome. I never closed chrome in between previews (I closed the tab sometimes and didn't close it others).

    I "think" my chrome browser is up to date. It says Version 43.0.2357.124 m

    I am using an Xbox One controller, though it still says xbox 360 controller in the game text.

  • The 64 bit version seems to have higher cpu usage for some reason with my game. I'm on a 64 bit system too. The cpu usage on the win 32bit version averages around 2 for standing around doing nothing, while the 64 bit version hovers around 7.

    It still runs fine either way though. I'm not sure why the 64 bit uses more cpu.

    I tested this with a node-webkit export. (10.5 I think)

  • That's good. A typical animation in this type of game might have 30 frames, and that's for each direction. With 8 directions, that's about 240 frames for one animation. The main character is going to have probably going to end up with just under 2,000 frames. The enemies won't have as many because they won't be able to do as much, but still a bit. Then, factor in an extensive HUD and environment graphics, this is why I start get worried when I hear anything about limits.

    But if it's like you say, then it shouldn't be an issue. Each layout is only going to have the character plus 1 to 3 enemies since I'm going with smaller levels (each room will have doors and lead to other rooms on a separate layout). All in all, probably 50 to 100 rooms altogether when I get done. I'm building a full castle.

  • Tokinsom,

    Not that I think is an issue for you, but nice to know that windows has a 10,000 object limit. Sounds like a lot, and 10,000 is a lot, but a lot less than you think. Especially when it comes to games. What other applications you got open when you running preview? It all adds up.

    But it could be anything really.

    Does that 10,000 limit include animations as well? If so that's a major bummer.

    I mean, look at this interview for Baldur's Gate II

    Q: How many frames of animation are there in the game?

    A: : At last count there were roughly 108,420 frames of character and monster animations rendered for Baldur's Gate at BioWare for your viewing pleasure. We are adding 171,000 more frames for BGII:SoA. This does not include things like animated water, waving flags or other animated objects of any kind.

    And that game came out in 2000. That was 15 years ago.

  • Personally, I think it is just an issue with having lots of animations or frames. I didn't notice the project taking that long to preview until I started adding in my full animations. Like I said, I don't even have any sounds yet.

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DrewMelton

Member since 18 Oct, 2013

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