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MrKsoft

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Everything posted by MrKsoft

  1. Holy crap. That's completely awesome. Reminds me a lot of how I wanted an old project (failed) to look. Strangely, Silver matched my character's planned abilities almost exactly...
  2. Yeah, the level's art is still conceptual, really. I'm not sure what I'm doing with it. I may do away with the recolored far back bit from Wood Zone, but what to replace it with...
  3. Well, I think I've done what I can to improve the framerate. Therefore, I've decided to move on and work on a different level.
  4. There used to be a Lava Reef lib. I was using it for a (since canned) game. No clue why it's not there now though... maybe I can find it again.
  5. It's been ported. However it just automates priority setting. Using WinXP's task manager to set the MMF2 runtime's priority to the stable maximum ("High") doesn't seem to make a difference. I still find it odd, since MMF1 would always use all available CPU power.
  6. Well, I've got them set to be deactivated off screen. But either way, the AI is sucky, and whenever I do something that detects things... it doesn't work with more than one enemy. X( Either way, I'm wondering why it only takes up 30% of the available CPU as the only program running. It's got a whole 70% more to utilize that it refuses to use...
  7. I mean that I need enemies that don't just go back and forth. EDIT: Odd, now the game is no longer going at 60 fps and I didn't change anything. So I went into task manager. Turns out that the program only takes up 30% of the CPU, when the rest is not being utilized (System Idle Process = 70%, meaning 70% CPU free). How can I make it use the full CPU? That should get the framerate back.
  8. S1EE is sexy. I highly enjoyed the demo.
  9. Pardon the double post, but I made a breakthrough. It seems that if I disable "Handle Background Collisions Even Out Of Window", the game jumps back to 60 frames per second! =D EDIT: Waitwaitwaitasec. This is really odd-- I accidentally closed it right after I changed that and opened it again, without setting the option back to off, and it still goes to 60 fps! IT FIXED ITSELF =O However, problems below (except the first) still apply. Although, there are problems with that. Firstly, all of my enemies depend on that. They're using the old "smart" AI method (platform movement + internal flags that make it go back and forth), for lack of me being able to program anything remotely intelligent. Obviously, disabling it makes them all fall through the floor unless they're on screen. Secondly, the game still slows down to ~45 fps when I start moving. Unsure why, but as soon as I stop it zooms back up to 60 again. I suspected background parralax doing it, but that doesn't seem to be the case. Third, it seems obvious now that my AI programming sucks. =P If anyone can help teach me proper AI coding or else become the AI programmer for SCP, contact me. Otherwise this game might suffer from boring.
  10. No difference. I wouldn't be willing to remove it anyways because it handles my speed shoes effect. (music speedup)
  11. Nothing particularly bad or CPU-taxing. ModFusion eX (still need it for tempo changing) Direction Calculator Advanced Math Layer Fastloop (actualy I don't think I use it anymore. I think I replaced them with MMF loops)
  12. Unbelieveable. In a test, I deleted 400+ flashing light objects I had all around the level, and all the rings. There was no frame rate increase... I don't get it. =O
  13. Well it did nothing here. And it seems that disabling all Sonic's movement doesn't change. It must not be an event problem then, because I've tried disabling EVERY event group I have.
  14. That doesn't seem to make any difference at all.
  15. Hah, that did the trick, and it was almost obvious now that I look at it. >_> Now it's about 2x faster. I've still got around 20 fps to gain though, so I'll continue looking for solutions.
  16. Well, unsure of what you meant. If you meant just the collision code... If you mean everything... then here are the headings for the sections in order: -Pick up rings -Create rings -Deacceleration, Gravity and Timer -Collisions -Flash the Ring -Destroy the Ring -Set New X/Y Positions Now as far as I see, this is set up identical to the tutorial (except for Pick Up Rings which I added)
  17. Well, it doesn't seem to be loops doing it... but, after a lot of individual group disabling, I found the culprit. When I disable everything relating to rings, the game jumps up 25 fps. Seriously. However I can't figure out exactly what is specifically causing it, and I'm still only running at around 45 fps. Hm... I might be close to fixing it, and could maybe release an updated demo if I fix it. EDIT: WTF? I just found that the FPS jump is caused by the bouncing (lost) ring collision code. Only disabling that will also give the same speed boost. This is odd, because it's the exact same collision system used in Damizean's ring loss tutorial...
  18. It makes no difference. Deleting a bunch (100-200?) of extra tiles that I put there just in case the camera breaks only gains me 2 fps. Deleting the background paralax doesn't seem to gain anything. Deactivating decorations, rings, enemies, and more when they're off screen doesn't even help. I'm completely bewildered.
  19. I see that performance is definitely not me. =P I have no clue how to fix it, though. Deleting all the extra animated lights, all the badniks, and all the rings only gets me back to about 40 fps. And that doesn't make a complete level. Could it be the backdrop objects...? The level's made of a bunch of 128x128 blocks for the most part. Would replacing some of those with quick backdrop versions help, or make it worse?
  20. Yeah, I think I need some help with optimizing it, because nothing seems to help it. And the laser is indeed from Star Wars, for lack of other laser sounds on hand. *runs from lawyers*
  21. *quotereplytimewheeeee* Since I'm no composer, I ripped off Modarchive.com. Hey, it's not much different than the midi's everyone uses... More credit to Blue Frenzy for that, as he made the general background. But I did make one or two pieces. Since it went so fast I never noticed they were missing. Send them along. It is. Act 2 is a bit rushed though because I couldn't stand looking at this level much longer. >_< Even though the game runs really slow, the timer events seem to go at the correct speed. So, yeah, it was because of the low fps. Cons Never fixed it. Last time I showed this here, everyone thought I should show that "moonwalk" as a feature. =P As stated in the readme, the enemies seem to randomly be jumping their boundaries. Yes, I've checked that they're both being disabled off screen. Yeah, FPS has been a major problem but I have no clue how the hell to fix it. It worked at 60 fps through most of the development, until I added the object layout. Strangely, though, is that if I delete everything except Sonic and maybe one foreground piece (including the background) I can't get back above 30. According to MMF, I'm about 2000 objects below my limit. Unless backdrops suddenly count. Yep. I couldn't get it to stop looping so I added a huge bit of silence to the end. However, the silence must have run out. I guess I never bothered to go back and redo it more accurately, like I thought I did.
  22. All right, I fixed that nasty save game bug, which was actually caused by having a fade in for the game level. Probably some generic MMF bug. I reuploaded the fixed demo, and we have a better alternate link now (Thanks LarkSS) *prays it'll work this time* This has been a pretty disastrous release. =P
  23. I know, I know, I know, I know. ALTERNATE LINK!!!!!!!!1111one
  24. You're right. I just said something different. Well, my hosting was up for a minute. Then it went down again. Curse my host for not warning me ahead of time. WORST. RELEASE TIME. EVER. X_X Oh, as I write this it's up. Give it 5 minutes and it'll be down again. But you could try.
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