#640 Aug 12 2012, 4:29 pm
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Hint: it has to do with size... >_>
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#641 Aug 12 2012, 4:31 pm
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Icons aren't stretched? or they are just smaller in general i think it's one of the 2.
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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. | |
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) | |
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. ): | |
Oasiscircle wrote:
Bravo1 wrote: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. | |
#646 Aug 12 2012, 5:33 pm
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Yeargh! | |
#648 Aug 12 2012, 5:44 pm
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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.
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#649 Aug 12 2012, 5:47 pm
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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. | |
#650 Aug 12 2012, 8:08 pm
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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.
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#651 Aug 12 2012, 8:20 pm
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Whatever Yut's story happened to be, mine was better. That's all I have to say.
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#654 Aug 12 2012, 8:51 pm
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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
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#655 Aug 13 2012, 2:05 am
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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. | |
#656 Aug 13 2012, 6:02 am
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Is anyone else getting strange map issues with non-square client views?
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