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Godmaster

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Everything posted by Godmaster

  1. In my new pc, that has 2GB of RAM, that used to ran on 1GB when I didn't started to unbloat my game, now that consumes between 500 and 400 MB. Now I'm trying to remake that I a simpler way, less animations, less objects, etc. But I got a little trouble when I change the action state to rolling, that stops so quickly and doesn't speed up on slopes properly, here's the STEP code from gameplay (the most important for now): The problem is in the "if action==4" condition, where the character doesn't roll properly, stopping so fast and doesn't accelerating on slopes. Obs: action=0 means normal state action=1 means jump state action=2 means crouch state action=3 means spin charge state action=4 means rolling state
  2. Oh man, I has just found an old backup from BrazSonic 2 that I can only import the scripts from the current version to make something lighter. Maybe I use few and larger solid objects to avoid the cpu overflow, and... I though about using direct3d to make easier parallax backgrounds. That would be save more memory from drawing separated background parts. So, if I do that, I will use thin 3d shapes to give a 2.5d impression. What do you guys think about this?
  3. One of my best shots (also with a little optimization)
  4. The ball it's ok, but the Knux sprites are also strange because of his left hand that looks like holding a ring like in Knuckles' Chaotix. You could change its colors to a stronger pallete (specially the red) or smooth and light the Sonic's colors.
  5. Platform movement in GM is more than only a static movement like move towards, because you have collision detection, gravity, speed, etc. In whatever platform engine, you can make use of character's physics, and for AI you only need to define a target to make the AI object moving toward that. If you have a racing AI in a plaftorm game, you can make even with only target, the object to detect the obstacles and avoid them. Yes, that's a little complicated, cuz you can have many kinds of obstacles, so you can use an alternative and fixed way, controlling by multiple "waypoints". I found an example in GM7 that can help you: http://host-a.net/gunzet/waypoints_racing.gmk If you do not use GM7, I convert in GM6 for you later
  6. Maybe a hard rock like Bad Religion or Queens of Stone Age (one of my favourites) can do that For Shadow, as I say many posts ago hahah (a repeated gif that continues being hilariously funny for me XD)
  7. I had tested Sonic Nebulous, and that only consumed less than 5% of my computer processor and memory. Even that being in a early stage of development,that use big graphics and mp3 sounds... But I'll be saved if I got my game to use less processor ^^
  8. I really liked de SA and Heroes songs, but I miss that good pop soundtrack from Sonic CD... Or else...lol
  9. Well, I got a cool idea to make the project even softer, now for solid static objects, I made an separated object that loads an external tileset that place tiles for them. I'm literally "plucking the feathers" of my game, to find out the bugs to fix them, and to erase useless code. But now, some questions are disturbing me... - what's the best image kind to load? BMP, PNG or GIF? - only one object for all characters (with every code inside, including the draw events) works slower than a player object for each character? - I use to draw parallax backgrounds using draw_sprite instead of draw_background, because I load the background parts from an animated gif. Is this correct? -multiple parents works slower than separates collisions? like this hierarchy: solid > walls > platform -some of last complains about its running wasn't about the ram, was about the processor usage from the game... that wasn't supposed to consume 100% of the CPU... (you notice that I you're running on an 1.8 Ghz processor). -I'm gathering all level tiles into only one tileset depending on their dimensions. For instance: I have for each level 32x32 tileset, now I'm put all 32x32 tiles in a single tileset, to avoid loading tons of tilesets. I'm doing right? Well, these all are my questions for now... thanks in advance
  10. well, I want to see at least these 3 warriors' shadow. Anyway, it looks different than your last projects.
  11. I love these gfx, specially the characters, they're big, more detailed and have unique style. Nerdy question: what language are you using to make this game?
  12. I don't care about anyone who rips off BrazSonic, but that's no good! Anyone can upload this at mediafire? Rapidshare sucks
  13. I had tested that in GM7 a GM5 version of supersound.dll, and worked fine for me. Maybe I use that for every sound effect, that will be external now. And I was talking to MSUK, and he said that he uses one sprite with all character animations for Player object. Maybe this can work for me, but I won't do only one for loading animations, because there's more than only one character, and there's some sprites using bigger dimensions (like swinging ones). Maybe with few sprites I can save memory. I really need to clean lots of garbage in the Character and HUD codes, the main reason for FPS decreasing. And, I decided to make most of resources external. Yes, this can ease the work from people who use sprites without permission, but they could steal even protected stuff anyway. I don't care about them. Also this could be a funny idea to customize the game, like an open-source.
  14. Me too, I wanted to have one in C++ to remake my project. But I need to learn C++ to make that from scratch... Before that, you need to learn to make 2d graphics and sound system (there' s already engines ready for that), perfect 2d scrolling (that I can't make via actionscript yet), GUI, etc. I'm trying now to port the basic 360 engine to actionscript, but I need to know much more about programming before that.
  15. But with most of my testers, the minimum that I found (whitout my old machine) was 1Ghz with 256 RAM, that made my project run pretty slow nowadays.
  16. It will still be in 2d, but with some 3d addictions like parallax and a 3d maze for extras room. I'd like to know a faster way to do that and I know that I have to study new an lighter ways to do that, while I can't find someone to work together. And, MMF2 consumes a big memory like Game Maker. Most of MMF games here I can run even in my crappy 650 Mhz pc, that proudly has 320 of RAM. I want make it run in whatever machine, like MMF.
  17. Yeah, I'm here again... Not for ask about Game Maker issues, but I have to tell that I'm definetively bored from GM. First, I wanted to make BrazSonic 2 as a big and good fangame, that could run in whatever pc, but I failed two times... in other hand, at the second try I got a really god engine, but even with few elements, the run performance was ruined. I had tested with some people these days. I got only few good results and to the rest it ran slow or didn't work anyway (before the first level). So I almost became depressed and emo, and I though "Why I'm insisting in only one tool, that's not flexible for old pcs" (from people who got BrazSonic 1 to run). There's lot of people looking forward on my project, even this being a freeware. If I cancel that I could drop out a large amount of work... After that I was decided to go on a new beginning, even after almost 3 years alone defining what this fangame really could be. So, I got tired of headbanging alone with a 'not-so-good' language and I just started to look for someone to help me, specially with programming and design. Before starting again the project I need to know which these languages is good enough to make a professional-like game (I don't know how I create polls, sorry): -Multimedia Fusion 2 -Blitz Basic -Blitz 3d -C++ -Java -Pascal (yeah, kinda crappy, but can run at whatever machine) -Torque -ASM (for genesis rom hacking) -Someone that I can program/hack for GBA/ DS Oh, I got two sonic-like games that were made in Blitz Basic: Sonic Blitz Mental loop
  18. Damn, in some computers, like the Spike one, it crashes before the first level starts. I don't know why that still happens... even with less weight on the project, like tiles instead of scenery objects, instance deactivation, no draw events for outview objects... I still don't know if I preload or not those invisible solids, that wouldn't make any difference on memory usage because once they are loaded, they can't be unloaded... I really don't know why this happens, this make me feel like to stop to work on this game, that I made, remade, etc for almost 3 years. This is very disgusting for me when I think that all of this work wouldn't has any return... Damn.
  19. I tested this on Vista Home Premium, after converting that using GMConverter and played a little. The presentation is very well done and the gameplay looks smoother than Megaman Legends for ps1 for me. I only complain about the enemy and megaman bullets, that could be bigger and you could use less memory to make it runs better (it consumes around 400 MB of my 2Gb of RAM) using external resources for textures and musics (that you can load and unload anytime). This is just an advice, cuz I got the same problem with my one
  20. So, try the GM Converter, it makes gm games that don't run on Vista be able to do that. I found this in the GMC Forums. Give a look at the attachment GM_Convert_Game.rar
  21. I actually use Game Maker 7, and I noticed that the gm games memory usage varies on your ram, when I tested on my other pc of 512MB of ram before. It ran at my newer of 2 GB on 1GB and at the older at 250-320 of RAM. I tested that before I released this lighter version. Really, I thought that mp3 use to consume less memory than waves, by doesn't using the same driver to be loaded. What a shame, I just saw that Adobe Soundbooth doesn't support OGG, but supports WMA, also lighter tham MP3^^. I should use OGG or WMA?
  22. Neither enter, nor space? Anyone more had the same problem? Next version I'll upload without cutscenes. Maybe it happens because the scenery sprites, I'll try using tiles and standard solid objects (for masking) instead of lots of objects (every level uses different objects). Maybe external tiles to save memory. Nope, they don't have, but the supersound.dll can resolve this problem. Do midis eat too much memory, like wavs? If it does, I should convert them to mp3 or ogg?
  23. Oh crap, I didn't change the key to skip that >.<, you just need to press enter to do. But, even with enter that doesn't work? EDIT: I just released another version, without Grid Spatial Indexing, and with less memory usage (now unloading unused external stuff). This isn't the official DEMO, so I'm not divulging that to everybody. http://www.mediafire.com/?5nyewtvwynm I don't know if this will run at better FPS, because I didn't changed anything in object deactivation (I have to do that yet).
  24. Even for sound effects? There are many of them o.O (each one has around of 3-10kb)
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