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 1 Bar Design - Updates and Discussion - NEW SITE + PW 
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REAL AMERICAN HERO
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Post Re: Prelude: A Side Scrollin' Zombie Fort Game
10-15 FPS on my EEE, troughing at 9fps and peaking at about 14.


Sun Sep 05, 2010 6:02 am
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Post Re: Prelude: A Side Scrollin' Zombie Fort Game
Yea this random computer is crap. But digging is fun only if it didn't cave and crush me. Keep up the good work!


Sun Sep 05, 2010 6:03 am
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Post Re: Prelude: A Side Scrollin' Zombie Fort Game
Grif wrote:
10-15 FPS on my EEE, troughing at 9fps and peaking at about 14.
Cheers. I'll see what I can do short of shrinking the level again. I'm assuming it's spending most of its time in update and flixel, no?

Might happen tonight or else in a week or two: Zombies coming in from the side. They'll be simple as anything for now, but it'll be nice to actually have something to avoid.

Might make the terrain a little more sturdy than it is too, though I'm mad at how easy it is to make floating islands still <_<


Sun Sep 05, 2010 6:22 am
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Post Re: Prelude: A Side Scrollin' Zombie Fort Game
Quick Update, fixed a few small things noone will notice and put in a creepy event tracking system. I've also noticed that I'm getting far better performance in-browser, probably because I'm using the debugging player to test builds not the standard one. Got about 20-25fps, felt like it was flying. Anyway, I'll fix console spamming at each state later, I'm tired now.


Sun Sep 05, 2010 11:11 am
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Post Re: Prelude: A Side Scrollin' Zombie Fort Game
Could you consider a debug view on the tile collapse stress to play around with?
It could be later on transformed to a supersonic structural integrity sonar science thingy.

But yeah, digging is very hard right now. Perhaps tone it down a bit and then jump straight to construction with cheap support bg tiles that the player can place.

Have you considered large amounts of terrain gibs forming debree tiles?


Sun Sep 05, 2010 11:38 am
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Post Re: Prelude: A Side Scrollin' Zombie Fort Game
I'm getting 29-30 fps.


Sun Sep 05, 2010 11:47 am
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Post Re: Prelude: A Side Scrollin' Zombie Fort Game
Natti wrote:
I'm getting 29-30 fps.
That's where it's capped, cool. Specs?
findude wrote:
Could you consider a debug view on the tile collapse stress to play around with? It could be later on transformed to a supersonic structural integrity sonar science thingy.
But yeah, digging is very hard right now. Perhaps tone it down a bit and then jump straight to construction with cheap support bg tiles that the player can place.
Have you considered large amounts of terrain gibs forming debree tiles?
Yes, I have, and I might, while I'm still spamming debug features. It'd be handy to have some sort of supersonic structural integrity sonar science thingy at some point anyway, though the tech level is meant to be from a small group of isolated scientists in 10-30 years from a cold war base, possibly with some alien tech reverse engineering for maybe some computing and stuff. Thats's all vague though, I'm sure we can get a supersonic structural integrity sonar science thingy in.
Also I want to get terrain gibs turning into tiles (to have at least some form of attempted conservation of mass) but it'll happen after i've implemented construction for the sake of ease. Having a universal debris tile is a good idea too, actually.

6,408 tiles destroyed inthusfar guys, keep it up. I'm off to bed.


Sun Sep 05, 2010 12:01 pm
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Post Re: Prelude: A Side Scrollin' Zombie Fort Game
Windows 7 Ultimate 64-bit
AMD Phenom X2 550 cpu
4,00 GB memory
ATI Radeon HD4870


Sun Sep 05, 2010 12:19 pm
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REAL AMERICAN HERO
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Post Re: Prelude: A Side Scrollin' Zombie Fort Game
minimum of 20 fps, maximum of 33 on my w7 ultimate 2.7 ghz dual core w/ 2 gb RAM


Sun Sep 05, 2010 6:48 pm
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Post Re: Prelude: A Side Scrollin' Zombie Fort Game
Just one little thing that bugs me on the current build: You seem to lose health too easily from coming in contact with gibs. I mean, you always lose at least 10hp from standing next to a dirt block which is being dug, which seems a bit unrealistic.


Sun Sep 05, 2010 7:12 pm
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Post Re: Prelude: A Side Scrollin' Zombie Fort Game
Indeed, I'm still balancing how gibs affect you, as well as fall damage. I kind of want to make fall damage kick in a little later but do more, and gibs do less but have more of a cumulative effect somehow, but I'll probably just fudge the latter.
19,427 blocks destroyed so far.


Sun Sep 05, 2010 8:51 pm
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Post Re: Prelude: A Side Scrollin' Zombie Fort Game
You need to give us a real-time counter for that.


Sun Sep 05, 2010 9:00 pm
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Post Re: Prelude: A Side Scrollin' Zombie Fort Game
Loving the new build to death. Digging is a bit hard, and I'm a bit bothered at the frequency of pieces of levitating earth, but still, it's fun M+M1-making holes randomly into the ground and then digging, then getting down far enough that you start catastrophic collapse and die from a cave-in. Oh, and you definitely need to make gibs turn into tiles so that when standing on a bridge being barely supported, something collapsing above it can cause IT to collapse from the excess weight.


Sun Sep 05, 2010 9:44 pm
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Post Re: Prelude: A Side Scrollin' Zombie Fort Game
A little fps counter on the top right would be rather pleasant.


Sun Sep 05, 2010 10:03 pm
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Post Re: Prelude: A Side Scrollin' Zombie Fort Game
Press tilde and it will come.


Mon Sep 06, 2010 4:09 am
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