ID:100762
 
Yep, I'm here to announce that I'm working on a prototyped game. For any strategy game fans, yes, it is a strategy game prototype. Currently, there is no game yet, but I thought I would share a partially complete form of the prototype through this link:
http://www.byond.com/members/Bandock/files/ Strategic%20Warfare%20Prototype%20Test%2DA.zip

Currently, the prototype uses 0.1 tick_lag until it gets into a certain stage of production. Parts of the prototype utilize text objects, which contain icons of entire text. This capability came about thanks to the 455 release if I'm not mistaken as it enables larger icons natively and not just isometric support. Individual character objects are still usable for dealing with counters and any changes that happen during the game. Another part of the prototype you'll find out by playing around a little bit. This is more of an interface show right now than any game, but there will be a game related to the prototype. There will be no hub yet till it is finished or at least ready to be played. Any comments on the prototype so far?
Well, really it looks only like a title screen. I hope this goes well, though! <3 STRATEGY
Yes, that's all there is for now. And thanks.

While the options button does lead to an options screen, it doesn't quite work yet (as there is nothing yet).
I'm making a game too! Well, me and 10 or so other people, but this one is going to be big, like mmorpg big.

You can read about it at the development site here http://excoboard.com/TheSealofSages
Currently, the prototype uses 0.1 tick_lag

Why do you need such a low value for tick_lag?
Currently using it to try out increased response time. I actually had it set at 0.5 before. It is very possible I'll increase it back should there be any issues when it goes live.

Edit: I actually thought about using 0.33 for another experiment that had not yet been performance. However, such a tick_lag is perfect for single-player use, but not necessarily best for multiplayer (I have read about the drawbacks of tick_lag).
Lowering the tick_lag can really increase the amount of network traffic generated by the game. Personally I can't stand the default tick lag, 10 frames per second doesn't look like animation. I understand that a lower tick lag can look much nicer, but 100 fps might be overkill.

The tick_lag seems like a minor detail but changing it can mess up delays in animated icon states and delays in your code. Just make sure that if you want to change it later that you've set things up in such a way that it is easy to change.
Yeah. I think 0.33 might be perfect since you know what that equals (or is close to). Infact, I might try that setting for testing. :D

And you're right, I would say 100 fps would be overkill for a 2D environment. :P
Forum_account wrote:
The tick_lag seems like a minor detail but changing it can mess up delays in animated icon states and delays in your code.

If 1 is a multiple of tick_lag, it shouldn't affect any sleep() or other delays so long as they are an integer. If you set it to a value like .4, you'll run into the problem where your delays are rounded to .8 or 1.2 ticks (don't know which it would choose, probably 1.2)

Back on topic, pretty spiffy menu. How easy is it to set up? Any chance of you releasing it as a library? ;)
I actually thought about releasing a library using such capabilities soon. To make sure it works properly, I will implement automatic scaling based on your font's size to make sure it creates the proper icon size for the entire text object.

Might even implement the highlighting capabilities. Already got plans to enhance the capabilities. In terms of actually setting it up, it wasn't too hard. :D
DarkCampainger wrote:
If 1 is a multiple of tick_lag, it shouldn't affect any sleep() or other delays so long as they are an integer.

Right, but you can still get yourself into trouble. If you're going to change the tick_lag you need to be sure that all delays are specified in terms of the tick_lag (where appropriate).

If your tick_lag is 0.2 and you want a delay of 4 frames to coordinate animations, you might write sleep(0.8). If you change tick_lag the delay of 0.8 won't correspond to 4 frames of animation any more.
Forum_account wrote:
Right, but you can still get yourself into trouble. If you're going to change the tick_lag you need to be sure that all delays are specified in terms of the tick_lag (where appropriate).

If your tick_lag is 0.2 and you want a delay of 4 frames to coordinate animations, you might write sleep(0.8). If you change tick_lag the delay of 0.8 won't correspond to 4 frames of animation any more.

Ah, I didn't realize animations didn't follow the same rules as sleep(). You're right :P


Bandock wrote:
I actually thought about releasing a library using such capabilities soon. To make sure it works properly, I will implement automatic scaling based on your font's size to make sure it creates the proper icon size for the entire text object.

Might even implement the highlighting capabilities. Already got plans to enhance the capabilities. In terms of actually setting it up, it wasn't too hard. :D

Awesome! If you do get it out soon, you should see if Lummox JR will let it in as a late entry to the "offical library" list for Cartridge Classic.
Forum_account wrote:
If your tick_lag is 0.2 and you want a delay of 4 frames to coordinate animations, you might write sleep(0.8). If you change tick_lag the delay of 0.8 won't correspond to 4 frames of animation any more.

sleep(world.tick_lag*4)

viola
I actually do this for a lot of my games.
D4RK3 54B3R wrote:
sleep(world.tick_lag*4)

Right, but you have to do that almost everywhere. Miss one place and things might look weird.
Yeah, I actually thought about using sleep with tick_lag myself recently should anything need to adjusted. About animations, I actually did a test to see if I can achieve 30 FPS on icon animation by sticking 30 frames with 1 delay. Runs very fast and probably close to such FPS.

And I'll see if I get approval from Lummox JR after finishing up such a library. It can be very helpful for at least text objects that are less likely to change in terms of actual text, but can still be manipulated in different ways (like highlighting and more).