MrKsoft Posted November 29, 2006 Author Report Share Posted November 29, 2006 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) Link to comment Share on other sites More sharing options...
Felik Posted November 29, 2006 Report Share Posted November 29, 2006 Maybe Layer affects somehow. But actually I don't know. Sorry. Link to comment Share on other sites More sharing options...
Damizean Posted November 29, 2006 Report Share Posted November 29, 2006 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) What if you delete the ModFusion eX? Link to comment Share on other sites More sharing options...
MrKsoft Posted November 29, 2006 Author Report Share Posted November 29, 2006 No difference. I wouldn't be willing to remove it anyways because it handles my speed shoes effect. (music speedup) Link to comment Share on other sites More sharing options...
MrKsoft Posted December 1, 2006 Author Report Share Posted December 1, 2006 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. Link to comment Share on other sites More sharing options...
Felik Posted December 1, 2006 Report Share Posted December 1, 2006 When you say AI you mean enemies? How they walk and turn around? If yes then I can write a tutorial how to make good enemies without creating other objects (only ENEMY object) Link to comment Share on other sites More sharing options...
MrKsoft Posted December 1, 2006 Author Report Share Posted December 1, 2006 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. Link to comment Share on other sites More sharing options...
LarkSS Posted December 1, 2006 Report Share Posted December 1, 2006 1 step to improving the AI of the enemies is making all their events disable if they're off screen to prevent them from falling. Passed that, you could do certain checks like if you're to the right of left of it or you distance from it and such so you can make different kinds of movements. For example the rhino enemy in sth3 Angel Island uses some positional checking such as that to know what it should do. Btw, I never knew that it was even possible to make MMF handle background collisions off screen. I tried turning it on and it cuts my fps in half. ( Sucks since it would perfect my Player 2 AI. =< ) Link to comment Share on other sites More sharing options...
MrKsoft Posted December 1, 2006 Author Report Share Posted December 1, 2006 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... Link to comment Share on other sites More sharing options...
LarkSS Posted December 2, 2006 Report Share Posted December 2, 2006 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( Deactivating them only works for built-in movement other than pathmovement, meaning you have to deactivate the actual events manually. 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... I'm not sure if its been ported over, but what about the AppPriority object? Link to comment Share on other sites More sharing options...
MrKsoft Posted December 2, 2006 Author Report Share Posted December 2, 2006 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. Link to comment Share on other sites More sharing options...
LarkSS Posted December 2, 2006 Report Share Posted December 2, 2006 Maybe MMF2 is just nice to your computer like that. D= Link to comment Share on other sites More sharing options...
Darkleo Posted December 2, 2006 Report Share Posted December 2, 2006 Very good game! On my pc goes slooooow... but it's surely a great game! Link to comment Share on other sites More sharing options...
MrKsoft Posted December 3, 2006 Author Report Share Posted December 3, 2006 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. Link to comment Share on other sites More sharing options...
LarkSS Posted December 3, 2006 Report Share Posted December 3, 2006 The background = <3. Link to comment Share on other sites More sharing options...
Sir Euan Posted December 3, 2006 Report Share Posted December 3, 2006 I'm not to keen on the BG as the mushroom hill trees at the bottom are very distant looking and then you have the greenery behind them that looks like its closer, its a bit offputting, looks slapped together. Link to comment Share on other sites More sharing options...
MrKsoft Posted December 3, 2006 Author Report Share Posted December 3, 2006 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... Link to comment Share on other sites More sharing options...
Rael0505 Posted December 4, 2006 Report Share Posted December 4, 2006 Euan took the words right out of my mouth. Also, the foreground blocks lack depth and shape. Link to comment Share on other sites More sharing options...
MrKsoft Posted December 4, 2006 Author Report Share Posted December 4, 2006 Any slight improvement? Link to comment Share on other sites More sharing options...
Felik Posted December 5, 2006 Report Share Posted December 5, 2006 [ATTACH]114[/ATTACH] Hey KSoft did you try to check this option? Link to comment Share on other sites More sharing options...
MrKsoft Posted December 5, 2006 Author Report Share Posted December 5, 2006 I want it to run at 60 fps, not 50... >_> Link to comment Share on other sites More sharing options...
Rael0505 Posted December 5, 2006 Report Share Posted December 5, 2006 Any slight improvement?[qimg]http://i100.photobucket.com/albums/m34/MrKsoft/SCP-RR1-3.png[/qimg] Forground is better, but the background is still bad. The wood zone background is completely flat. The Mushroom Hill background has depth. You can't just put the two together. Link to comment Share on other sites More sharing options...
MrKsoft Posted December 5, 2006 Author Report Share Posted December 5, 2006 I guess so. I'll see what I can find that'll work better. Link to comment Share on other sites More sharing options...
Felik Posted December 5, 2006 Report Share Posted December 5, 2006 I want it to run at 60 fps, not 50... You can change fps by yourself in that option. Link to comment Share on other sites More sharing options...
DizzyDoo Posted December 5, 2006 Report Share Posted December 5, 2006 You can change fps by yourself in that option. Give that he can make an amazing game like that, i think he knows how to operate a simple edit box... Link to comment Share on other sites More sharing options...
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