Bugs (Engine Demo 2 - 8/31/09)

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Post » Sat Jul 11, 2009 9:37 am

Very nice graphics. Nice animations.

But less smoke on the gun.

I like it :)
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Post » Sat Jul 11, 2009 8:30 pm

Nice job :).

The shooting seems very choppy for me though. As in framerate-wise. It looks like it's slowing down and dropping frames. What sort of effects do you have going on with that? One the whole though it's pretty good.
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Post » Sun Jul 12, 2009 12:41 am

Thanks guys!

Deadeye: Thanks for the heads up. I've seemed to narrow it down to spawning instant hit bullets. If I turn off all the effects, i still get the framerate drop. Maybe I'm spawning too many at the same time? Too many collision checks?

Genesys: I guess i got carried away, I'll turn down the effects on the smoke. :)
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Post » Sun Jul 12, 2009 11:46 am

Looking great.

I noticed that the character only has a set number of aiming directions, and that's probably why you made the bullets spread so much. I guess you had no other choice if you want the whole body to be done through bone movement. The bug animations are great, and it really reminds me of a 2d Gears of war/Halo. I hear the sound of a lancer/AR when I shoot, and that melee sound from halo when i hit, even though there's no sound in your game. Game seems like it will be great fun when there's levels and lotsa bugs to kill.
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Post » Sun Jul 12, 2009 1:51 pm

in case you're wondering about benchmarking btw
mine didn't slow down
4200+ athlon x2 dual core
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Post » Sun Jul 12, 2009 9:25 pm

No slowdown here either
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Post » Mon Jul 13, 2009 1:17 am

Davio: The bullet is actually independent of the animation. It fires from the center of the character to the mouse cursor, so it can be 100% accurate. You are right though that i'm trying to hide the fact that he doesnt have 360 aiming directions so the gun can be slightly off from where the bullet is actually going.

Lucid and Madster: Thanks for the benchmarks. Madster I got your specs from the hardware thread.
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Post » Mon Jul 13, 2009 1:45 am

[quote="UberLou":2gjvsx3z]Maybe I'm spawning too many at the same time? Too many collision checks? [/quote:2gjvsx3z]

Don't know, I've never really used instant hit bullets that much. If you're checking every tick then yeah, it might be too much. You could probably get away with every 20 milliseconds and folks with fast computers might not even notice the difference, but you might have a huge performance bump from it on slower computers. It all depends on how you're doing it, I guess.
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Post » Wed Jul 15, 2009 1:37 pm

Looks nice, nice graphic and effects. I've looked for bugs and...
When you press ctrl fast repeatedly the character will start sliding. Similar is when you keep shooting and start pressing ctrl.
When a mantis reaches the right corner, it flyes of the screen.
There is an animation glitch while running and throwing grenades. The player splits in half.
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Post » Wed Jul 15, 2009 1:56 pm

Thanks Noga, I'll add those to my bug list.
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