unnamed game test
Community Forums/Showcase/unnamed game test
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Hi Guys heres the start of my game, ive still no name for it. any suggestions welcome on this. the object right now is testing, simply roll around the playing area. i would like feedback on your fps and system, and any other comments you would like to make. Download kev |
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I like the idea, it's really clever! I hope yo umake it into a full game. |
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Ditto! 50 fps on a toshiba m400. |
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Looks interesting - even though there isn't much to see. |
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yeah makes me think of quite a few possibilities. |
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You could make the next Devil Dive, Kev! :D |
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just working on level loading a.t.m, this example uses random tiles. theres still lots i plan on adding it all seems to be fitting together just nice. still unsure at this stage where im going to take this, there is lots of possibilities my priority right now is the engine. collectible items still need more doing one thing being them dropping when the floor tile below is flashing. there no collisions with them also. still looking for more comments and your system spec and fps. kev |
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I get 56-60 fps on my sys (1Ghz GF2 GTS). I'd expect a solid 60 considering there's not much going on, TBH, even on my low spec machine. I also get some glitching on the scaling up/down cubes. Probably an alpha sorting problem. Nice beginings of a game idea, tho. P.S. I wouldn't worry about a name until you have finalized more of the game's objectives and mechanics. |
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He's using a lot more polys than it looks, to give the cubes nice beveled edges. |
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Even with the bevels (adding ~32 tris to each cube), there can't be that many polies. Maybe the fluctuating FPS is to do with the timing method he's using? *shrugs* |
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Im now using blitzsupports timming code from the code archives big10p can your re-test. kev |
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FPS is now changing so fast, I can't read it. It seems to be going above 100 at some point, too. However, this new version is in windowed mode (last one wasn't was it?) so a fluctuating FPS is to be expected, somewhat - on my machine it is, anyway. P.S. Tip for printing FPS: actually count how many frames get displayed in a second and then print that. Rinse and repeat. That way, the FPS display only chances once per second at most, and so is readable. :) |
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ok the previous version have been in window mode, this latest version now call full screen. like before i have used blitzsupports timming code and halo fps code. from here. http://www.blitzbasic.com/Community/posts.php?topic=68243#762401 i know im being a pain in the arse, but big10p if you have time to test again it would be of much help. kev |
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Seems a bit steadier at 60fps, now - drops to as low as 52 sometimes, but only very briefly. It's not noticeable in the actual game. I wouldn't worry about it for now and just concentrate on the game. :) |
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great thanks big10p. kev |
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A steady 85 for me. This has great potential for something simple yet addictive. Cool! |
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thanks Geehawk, well ive finish'd a simple level editor for designing the level layout. now to get some levels done before working on the collectible items i need some usable levels before i decide what collectible items to have. kev |
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60 fps most of the time, drops down to 55 at random points |
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Me got 60 FPS on my Weakling Laptop. Toshiba Satelite A10 Mobile intel Celeron 2.2 Ghz 256 Mb Ram Intel 82852 Graphics Controller 64 Mb |
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75 fps - Athlon64 3500, GeForce 6600gt |
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thanks guys, new example uploaded where if you press space it fills the board with collectible's. still no collisions with collectible items im still working on other bits. gets a bit over crowded with all spaces on the board full, simply put its chaos to move about. im still getting 60fps here :) kev |
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It seems to be settling at screen refresh rate, 85 in my case. At the point of hitting space it drops into the 40s, then straight back up to 85. After 6 hits of space its down in the 70s |
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when pressing space items dont get deleted as you are aware, so after 6 space pushes we have 294 collectible items on the board. we wont use that many in the final game. new version uploaded that drop's collectible items down that are above the srinking floor tiles. now some time with maplet for design of the lightmapped play area. kev |