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GGE and other stuff

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Aardvajk

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Finally got my GGE confirmation email and got my profile set up yesterday, but I must confess I don't really understand the way the site works. I was scanning round to see if I could find any of you lot but I couldn't find any way to search for people. I also can't figure out how you upload games onto the site either. All very confusing. I was going to put Orc up on there, just to show willing really, but it left me baffled.

Never mind.

Udo

After some very positive and constructive comments on my Udo demo, I'm feeling a bit more enthused about the project again. That's what I love about this site and the journal - really keeps me going on a project.

I've stopped the water from scrolling in the world mode. I was toying with the idea of having like ground under the water that was static and the water scrolling over the top, but that would be a lot of heavy pixel fillrate going on and would push up the minimum specs. Machines with low end graphics capabilities struggle to render the world map anyway, even at 640x480, so it seemed like a pointless feature really.

As per HopeDagger's comment, you can now exit the program directly from the in game menu (with a yes/no confirmation of course). I quite like my menu system really. It is pretty simple, but quite easy to extend to add new options.

Next priority is to make the sheep die when they land on the spikes, which was a very good suggestion that I should have thought of myself. [EDIT - sorted. Quite easy actually].

Other Stuff

Having my car valeted at the moment. There's a lad comes to the centre I work at and does inside and out for GBP20. Quite expensive, but so convenient since I really don't have time to take it elsewhere that it's worth the extra GBP5. Looks like he's doing a pretty good job so far, and certainly better than I'd do with a garden hose and a portable vacuum cleaner.
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Quote:
Original post by EasilyConfused
I've stopped the water from scrolling in the world mode. I was toying with the idea of having like ground under the water that was static and the water scrolling over the top, but that would be a lot of heavy pixel fillrate going on and would push up the minimum specs. Machines with low end graphics capabilities struggle to render the world map anyway, even at 640x480, so it seemed like a pointless feature really.


Here's a tip: have a "quality" option under "Video Settings". The user can then toggle simple effects such as transparency to his/her liking and minimum specs would remain constant. Game developers in particular will always have to look for a balance between low-end and high-end hardware, and giving the user a say in the matter is a favorable solution.

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Can't really be bothered for the sake of the world map. It's only a daft little throwaway thing to make selecting the levels more interesting.

If I find the main game is crawling on slower machines I'll look at ways to reduce settings for that, but to be honest the only machines the game seems to run slow on are old PCs or laptops with built-in graphics cards, and I don't think any of us really need to target games like this for those anymore.

I tried it on a relatively new laptop yesterday and it ran like shit off a shovel at 1024x768 so I'm not going to worry too much. Given the number of primitives being rendered in even quite old 3D games, I really don't think that if a computer can handle Udo it would be reasonable to expect it to.

Cheers for the thought though.

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I just played the demo and it's great! I can't really add any positive criticism that hasn't been said by now :)

One minor nitpick, is that the stars collide with Udo and can dampen his velocity quite a bit before he catches them. It's a small thing, but it's a bit erratic (sometimes it shows, others it doesn't) and it doesn't feel right. Other than that, this seems very promising!

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A massive congratulations on having such a full journal entry calender. What an amazing month of progress. I've got to try and rival it one of these months. [smile]

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Quote:
Original post by Jotaf
I just played the demo and it's great! I can't really add any positive criticism that hasn't been said by now :)

One minor nitpick, is that the stars collide with Udo and can dampen his velocity quite a bit before he catches them. It's a small thing, but it's a bit erratic (sometimes it shows, others it doesn't) and it doesn't feel right. Other than that, this seems very promising!


I'm really sorry and don't mean to be rude but I'm pretty sure that must be your imagination. The stars don't influence Udo's velocity at all.

I mean, I can double-check the code, but objects with the star's properties are basically ignored during the stage of collision detection that alters the velocity and only examined in a second pass once the co-ordinates and velocity have been resolved for the frame.

I will have another look though.

I'm wondering if something else is causing the effect you are experiencing. Do you have vysnc enabled in your card settings? Also, what kind of graphics hardware are you running on? If it is low-end, try dropping the resolution to 640x480 in the main menu and seeing whether you still experience it.

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Quote:
Original post by HopeDagger
A massive congratulations on having such a full journal entry calender. What an amazing month of progress. I've got to try and rival it one of these months. [smile]


I thought you were supposed to be staying away from GameDev and getting on with your degree [grin].

Thanks for the congrats. Dunno how much actual progress there has been, but I've certainly waffled a lot this month [smile].

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For some reason, I too saw that one time I jumped at a star from below and I could swear it bounced me back (even though it made the star disappear). Maybe it was only my imagination :/


Also that expression you used, "like shit on a shovel", what does it mean exactly? It sounds amazing but I couldn't really tell the meaning from the context.

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I'll have to have a look into that. It shouldn't do, but who knows. Thanks to you both for letting me know and sorry to Jotaf if I just dismissed it before.

You jump higher the longer you hold the jump key so it is possible that if you released jump at a particular time, the rather hackish way the variable jump works could make it seem like you bounced back.

The expression is "like shit off a shovel" and is quite common in England. It just means "very fast indeed". I guess it refers to how fast manure falls of a shovel when you are shovelling it. We have a deep agricultural heritage here [smile].

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Quote:

The expression is "like shit off a shovel" and is quite common in England. It just means "very fast indeed". I guess it refers to how fast manure falls of a shovel when you are shovelling it. We have a deep agricultural heritage here [smile].


Quite lovely culture indeed.

If I may think of a possible cause to the problem: perhaps it's the sudden spawning of the particle effect that causes a slight but noticable hiccup in framerate, on some machines?

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