Jeffrey_bones Posted September 14, 2010 Author Report Share Posted September 14, 2010 thanks Link to comment Share on other sites More sharing options...
Ristar Posted September 14, 2010 Report Share Posted September 14, 2010 this is why I don't believe in marriage it screws stuff like this up. if you ever need any music for this game, totally send me a PM boi. Link to comment Share on other sites More sharing options...
SonicFan2010 Posted September 15, 2010 Report Share Posted September 15, 2010 Jesus H Christ, is this guy for real!?Seriously man, calm the fuck down. You've been working on this game like a nutter, quicker than I've seen anyone put something of this caliber together. The world is not waiting for Sonic Xtreme to be finished so chill out, get off your high horse and remember you're making a FAN GAME. Now, I'm sorry to hear about your personal problems but there was no need to spill it on the forums. It sounds like you're desperate for attention which I've gotta say, you sounded like you were previous to your break-up anyway! You could have just said, "something serious has come up and I'm afraid development will be delayed for a while". People will understand. Real life comes first. The people that want to play your game are more than willing to wait if you're dedicated to the project. CALM DOWN AND ACT LIKE YOUR 27. Do you even understand what this guy is going through? Link to comment Share on other sites More sharing options...
sonicyoda Posted September 15, 2010 Report Share Posted September 15, 2010 Did you even read all of the conversation? Link to comment Share on other sites More sharing options...
Jeffrey_bones Posted September 27, 2010 Author Report Share Posted September 27, 2010 The problems in my life that I mentioned earlier are over and I'm moving on. I will be starting back on the project this week. Wednesday to be exact. I would like to thank squallff8 for his help and hard work on my new lives icon! It's actually perfect! I will also have a big announcement about the game Wednesday so check the thread for more info then. I can however reveal a few things now.... 1) Fish-Eye lens will be an option you can turn on or off. 2) There will be a Hovercraft gimmick 3) There will be an option to turn on CLASSIC textures or NEW HIGH REZ. The big boy announcement will have to wait until I can provide a video. I'll give a hint though.... Two is always better than one. It's time to do something COMPLETELY NEW with Fan Gaming Hint Hint Link to comment Share on other sites More sharing options...
SonicFan2010 Posted September 27, 2010 Report Share Posted September 27, 2010 You're doing a Super Mario-related fan game?! Link to comment Share on other sites More sharing options...
Jeffrey_bones Posted September 28, 2010 Author Report Share Posted September 28, 2010 YES but there is a little more to it than just that. I'm going to do something new that has never been attempted in a fan game release before. It involves Sonic X-treme GM8 directly. Think Sonic & Knuckles Think Banjo-Kazooie/Tooie Stop 'N' Swap Link to comment Share on other sites More sharing options...
FanGameRevolver Posted September 28, 2010 Report Share Posted September 28, 2010 so...something like a .ini save format that you reference in both applications? Or are you taking levels from each game and using them like S3&K? That's also possible, but you need to create a level file format, and something to create level files. It can also make long levels take a long time to load. Link to comment Share on other sites More sharing options...
Jeffrey_bones Posted November 6, 2010 Author Report Share Posted November 6, 2010 Not much new to post here. Big thanks to squallff8 for designing me a new lives icon! It looks great man! Thanks a lot Link to comment Share on other sites More sharing options...
Jeffrey_bones Posted November 6, 2010 Author Report Share Posted November 6, 2010 I decided to make some beta demos for you guys to download and play test the game! Keep in mind things are not final and the project still has a long way to go!!! Also keep this in mind: Minimum System requierments: Dual Core 2.9ghz or faster 2 gigs System Ram Direct X 9.0C or better 512mb 3d graphics card (NVIDIA WORKS BETTER) (need to manage my resources better. I'm gonna try using external .png files for textures) I HAVE tested this game on other systems with lower specs and it runs like crap! If you do not have these specifications DO NOT TRY AND PLAY THE DEMOS. PCS I tested with single core CPUS crashed during play. I can not stress this enough! Do not attempt to play if you dont meet these specifications! anyway here are the 2 demos for download, enjoy! Jade Gully Beta Demo http://www.mediafire.com/?4rbg2zrmf983jrq Crystal Frost Beta Demo http://www.mediafire.com/?7zl0cysl787ha9c Link to comment Share on other sites More sharing options...
flame6753 Posted November 6, 2010 Report Share Posted November 6, 2010 Nice, I'll test this out later today. Link to comment Share on other sites More sharing options...
FanGameRevolver Posted November 6, 2010 Report Share Posted November 6, 2010 Also keep this in mind: Minimum System requierments: Dual Core 2.9ghz or faster 2 gigs System Ram Direct X 9.0C or better 512mb 3d graphics card (NVIDIA WORKS BETTER) This is ridiculous. Seriously. Copya pasta from me saying this same junk to someone else, elsewhere. Object deactivation is a must. If the object is too far away for the player to see or prepare to interact with, there's no point in running the scripts for that object. Without deactivation you're running every script in the entire room every single step. Currently I'm using a 3D engine with acceleration, model collisions with physics, several light points, and it runs a flawless 60fps, using only a third of what you listed here. (course I didn't make it , I'm just using it for funnsies). This game here should have no problem running on .5Ghz, and 1gb ram. (Considering I see nothing more advanced then my similar engine using model animations instead of billboard sprites.) Another thing you have to look out for is the size of you resources - (textures, sounds and whatnot) shrink textures down to no more then 64x64 for the largest ones, unless your game really needs HD quality for some reason. Using interpolation you can blur the textures making them look like they have a much higher resolution, and get rid of the blocky look you get with small textures. Managing resources in detail will add load time but can improve memory use if needed. Simply load textures manually as you need them, then delete them from memory when they aren't needed. It's important to do this with larger files, like music or video. Smaller files it's not all that necessary though. Avoid collision tests with every object, instead do collision events with parents of things or manually check with collision points/circles/etc. You can do tests to see what object your colliding with inside of those collision events if the specific object is needed. Don't draw what you don't need to draw, if the player can't see it, why draw it? For example, if your using blocks to design the level, and its graphics card heavy, do some checks to determine what walls need to be drawn, by checking if it's next to equal or higher blocks. Another thing you don't have to draw, Is every single frame at 60fps, If the users computer is running slow, skip every other frame or something, just to make the game run slightly faster. If your really looking into improving performance with a GM game you need to implement Supersound.dll, and use smaller music formats such as .ogg. Another criticall .dll you'll want to use is cleanmem.dll, which can drastically lower memory usage, as it prevents that memory leaking GML causes. Supersound.dll http://gmc.yoyogames.com/index.php?showtopic=120034 Cleanmem.dll http://gmc.yoyogames.com/index.php?showtopic=438215 Just some tips. These requirements are unacceptable considering I can run games such as Team fortress 2 on a lower end computer. Hell, I can even run Left 4 dead 2, yet this simplistic game runs like shit. 1 Link to comment Share on other sites More sharing options...
Jeffrey_bones Posted November 6, 2010 Author Report Share Posted November 6, 2010 This is ridiculous. Seriously.Copya pasta from me saying this same junk to someone else, elsewhere. Object deactivation is a must. If the object is too far away for the player to see or prepare to interact with, there's no point in running the scripts for that object. Without deactivation you're running every script in the entire room every single step. Currently I'm using a 3D engine with acceleration, model collisions with physics, several light points, and it runs a flawless 60fps, using only a third of what you listed here. (course I didn't make it , I'm just using it for funnsies). This game here should have no problem running on .5Ghz, and 1gb ram. (Considering I see nothing more advanced then my similar engine using model animations instead of billboard sprites.) Another thing you have to look out for is the size of you resources - (textures, sounds and whatnot) shrink textures down to no more then 64x64 for the largest ones, unless your game really needs HD quality for some reason. Using interpolation you can blur the textures making them look like they have a much higher resolution, and get rid of the blocky look you get with small textures. Managing resources in detail will add load time but can improve memory use if needed. Simply load textures manually as you need them, then delete them from memory when they aren't needed. It's important to do this with larger files, like music or video. Smaller files it's not all that necessary though. Avoid collision tests with every object, instead do collision events with parents of things or manually check with collision points/circles/etc. You can do tests to see what object your colliding with inside of those collision events if the specific object is needed. Don't draw what you don't need to draw, if the player can't see it, why draw it? For example, if your using blocks to design the level, and its graphics card heavy, do some checks to determine what walls need to be drawn, by checking if it's next to equal or higher blocks. Another thing you don't have to draw, Is every single frame at 60fps, If the users computer is running slow, skip every other frame or something, just to make the game run slightly faster. If your really looking into improving performance with a GM game you need to implement Supersound.dll, and use smaller music formats such as .ogg. Another criticall .dll you'll want to use is cleanmem.dll, which can drastically lower memory usage, as it prevents that memory leaking GML causes. Supersound.dll http://gmc.yoyogames.com/index.php?showtopic=120034 Cleanmem.dll http://gmc.yoyogames.com/index.php?showtopic=438215 Just some tips. These requirements are unacceptable considering I can run games such as Team fortress 2 on a lower end computer. Hell, I can even run Left 4 dead 2, yet this simplistic game runs like shit. Well thank you. I knew I did a poor job of managing my resources and thats exactly what I was thinking I needed to do, load textures externally. well now I have some work to do! Seriously this really helps a lot now I know exactly what to do to make the game perform better! Link to comment Share on other sites More sharing options...
flame6753 Posted November 7, 2010 Report Share Posted November 7, 2010 Also, do not force full screen. We hate that lol. Make the normal resolution the default size and have the user select between full screen or windowed. Link to comment Share on other sites More sharing options...
Jeffrey_bones Posted February 15, 2011 Author Report Share Posted February 15, 2011 I have been on a long break from my project, but I am back on board and I have big plans for my baby. This is the red sands pyramid stage. It is still very early in construction but I figured, why not show off a little bit what I have done so far? New Logo Youtube Video Preview Red Sands Pyramid Link to comment Share on other sites More sharing options...
SonicFan2010 Posted February 16, 2011 Report Share Posted February 16, 2011 Welcome back, Mr. Bones. Link to comment Share on other sites More sharing options...
Jeffrey_bones Posted June 26, 2011 Author Report Share Posted June 26, 2011 Classic Sonic Xtreme Textures Have been applied and the game runs a lot smoother now on ANY system! http://www.youtube.com/watch?v=qms5Y_fBefg<-----June 2011 Youtube Link Currently experimenting with somebody elses Sonic 2.5 D engine. Here you can see Sonic Xtreme GM8 graphics applied to it. this engine contains classic Sonic gameplay style and 3d loops and ramps. I may use these physics but for now I'm just testing and toying around http://www.youtube.com/watch?v=goqbk3ZimCE<----- June 2011 Other stuff Youtube link Link to comment Share on other sites More sharing options...
BlazefireLP Posted June 26, 2011 Report Share Posted June 26, 2011 Why is the video in the top left of the youtube screen? Link to comment Share on other sites More sharing options...
Jeffrey_bones Posted June 26, 2011 Author Report Share Posted June 26, 2011 Why is the video in the top left of the youtube screen? LOL! I don't know some setting maybe? does it really matter? That was a funny response! I didn't expect anyone to point that out! LMAO!!!!!!! Link to comment Share on other sites More sharing options...
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