Hint: it has to do with size... >_>
Icons aren't stretched? or they are just smaller in general i think it's one of the 2.
In response to Yut Put (#639)
Yut Put wrote:
less tiled! awesome

Close enough, I shrunk it from a 64 world icon size down to a 32. This will make it easier to make collide-able surfaces as well as detailed maps. Only problem is: CPU goes up a bit since the view range is now 14x10 instead of 7x5.
In response to GreatFisher (#641)
GreatFisher wrote:
Icons aren't stretched?

They weren't supposed to be stretched before, but yes, they're set to 64px display now (so it doesn't look tiny)
In response to Bravo1 (#642)
Bravo1 wrote:
CPU goes up a bit since the view range is now 14x10 instead of 7x5.

I really wish this wasn't the case. ):
In response to Oasiscircle (#644)
Oasiscircle wrote:
Bravo1 wrote:
CPU goes up a bit since the view range is now 14x10 instead of 7x5.

I really wish this wasn't the case. ):
Actually. Nevermind. Turns out the CPU usage was caused by MY AI being extremely redundant. I didn't have any optimization attathed to them, so, for those of you who had difficulty running the game: it's only because you were processing the player, cutscenes, sound AND 15~20 AI enemies simultaneously.

The final game will have <10 enemies active at any given time, so further versions will run much smoother. As it is, the test run reads a smooth 0 CPU spiking at 4 when I jump around like a madman.


Yeargh!
In response to Bravo1 (#646)
Damn man that looks crazy good.
One problem I kind of had was.. when you go into a door, your screen goes black but you are still on the map. This lead to me getting hit by enemies I was trying to escape or in one instance.. I walked through a door and got hit before I could see I was in the room.
Yeaaahhhh..

I'm making it so that not only can enemies not hit you when you go through a door (which will become metroid-esque), but also that enemies will reset upon entering a room.
How often does a game come with a prologue, more often than not, this is to subconsciously explain then story of the game. They do this because no matter how blatant you make a story there will always be people that don't understand it. Having to explain your story doesn't mean you failed in making one.
Whatever Yut's story happened to be, mine was better. That's all I have to say.
In response to EmpirezTeam (#651)
You had me at "you are developous".
In response to Oasiscircle (#652)
Oasiscircle wrote:
You had me at "you are developous".

Looks like we now know the winner.
Haha most of my testers(I tested with around 15 people) understood the story clear enough. I just like explaining things and Cubanbling doesn't like me because I was one of the first couple of people to have a negative opinion about war brothers :p
Aside from the dumbass replies and quotes above. None of the games were great. I found 2 to be decent. That's it. The rest were games that could be created in a single day with no wow factor.

Edit: I've never heard of War Brothers, so no opinion there.
Is anyone else getting strange map issues with non-square client views?
In response to Bravo1 (#656)
Why do you ask about that here?
In response to Oasiscircle (#657)
idk why he would but I'm comment # 670 aint that a hoot?
In response to Oasiscircle (#657)
Oasiscircle wrote:
Why do you ask about that here?

Whoops, I had two byond pages open and I type in the wrong one!
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