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GiroKa

Member Since 07 Nov 2012
Offline Last Active Yesterday, 12:37 PM

Posts I've Made

In Topic: My first experience in game designing

27 October 2013 - 11:11 AM

Actually I just wanted to say the different things I would do in my next game design I'm french so maybe I miss the point :)


In Topic: Which Technology to use for my next game ?

12 September 2013 - 03:23 PM

Thank  you for your comments,  very appreciated.

 

Good to know my XNA engine is still alive, it is a 2D sprite oriented  engine , so it is perfect for simple games like scrollers and connect the dot  ect.. on PC, tablet and phone apps, my next one will be 3D capable.

 

Call me a Neanderthal but I ‘m the type of guy that likes designing from scratch. I like things done a certain way (my way J)  which meets  certain criteria of functionality that I deem adequate,  and  some foreseen potential functionality which specializes the engine for optimum performance for the products intended without extraneous support for everything under the sun.


In Topic: Which Technology to use for my next game ?

12 September 2013 - 08:23 AM

I used XNA frameWork for my first game and buitl a game engine that is totally re-usable to do all sorts of game so fexible and light  it can  run on all windows platforms including phone and tablet. Flexable anough that anyone that supplies Art and a Idea I cant make a game in a few months. But I feel like I've wasted my time developping that engine because MS Windows stop supporting XNA on their next OS. I know their are still alot of XP, Vista and Win 7 out there but I want my next engine to last at least a couple years.


In Topic: Xna Hidef too power Hungry

27 August 2013 - 07:38 PM

Thanks for the tips

 

Yah ! I group evereything that is the way I get a FPS of 64 by never loading any image twice and clearing unused content in my level defined content manager class and also  proper throttling of methodes and events.

 

For how I get 4K sprite I read somewhere  it was better to load one big sprite sheet instead of multiple small one so my Xtractor platform unit is a 256X256 sprite and I got it rendered in 32 ISO directions perspectives making 2 sprite sheets of 4K X 4K maybe that is wrong ?.

 

All my sprite are not scaled they are draw 1:1 scale.

 

Anyhow ! Just finish splitting my stuff in 1k X 1k maximum like you suggested and they are now all in the power of 2  I knew my homemade  tool sprite packer /image transform would come in handy smile.png

 

Now it's back to testing  and  see if this reach profile is decent.

 

Thx


In Topic: Xna Hidef too power Hungry

27 August 2013 - 05:01 PM

Aaaaahhhh!!! everything in reach profile has to be power of 2 textures ill have scale on top of splitting.....


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