Author Topic: The Dawn of Kernel (Development)  (Read 4280 times)

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Offline reidrac

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Re: The Dawn of Kernel (Development)
« Reply #20 on: 21:14, 06 January 18 »
25 fps shouldn't be a problem for GIF.

I'm merely suggesting that you try it before rejecting it, because it will give a better impression of the game.

Development previews are provided "as-is", I can assure you things will change before release anyway.

When the game is released, if someone decides to not give it a go based on a crappy GIF... What a shame :)

I may look at it, but I still think that whatever I do, the result may not be representative of the final product anyway.

But this is useful feedback, I'll include a disclaimer with each update to avoid misunderstandings!
Released The Return of Traxtor, Golden Tail and Magica for the CPC.

Offline Skunkfish

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Re: The Dawn of Kernel (Development)
« Reply #21 on: 01:21, 07 January 18 »
It's looking pretty tricky already... Or were you getting hit on purpose?  ;D

Offline GUNHED

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Re: The Dawn of Kernel (Development)
« Reply #22 on: 02:06, 07 January 18 »
Looks really cool! This will be a great game :-)))

Offline reidrac

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Re: The Dawn of Kernel (Development)
« Reply #23 on: 12:15, 07 January 18 »
It's looking pretty tricky already... Or were you getting hit on purpose?  ;D

The first one is hard to deal with using the primary weapon (plasma cannon); take into account that I'm testing enemies in a location that is probably not best, but yes... the game will have parts that aren't easy.
Released The Return of Traxtor, Golden Tail and Magica for the CPC.

Offline Gryzor

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Re: The Dawn of Kernel (Development)
« Reply #24 on: 20:59, 13 January 18 »
Been following this, it looks ace!! Thanks for sharing :)


Note: Videos can't be played here on the forum. You need to click the text to go to Twitter first. Then it plays.


Twitter videos work fine for me every time...


I hope I'll be better at this than Cybernoid, never got very far in that game!

 


I loved Cybernoid. Both, actually, but I mainly played part I. Yes it was tough, but it was one of those titles, like Rick Dangerous, where repetition and concentration got you there...

Offline mr_lou

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Re: The Dawn of Kernel (Development)
« Reply #25 on: 21:08, 13 January 18 »
Twitter videos work fine for me every time...

First time I tried clicking a Twitter video I think, and it didn't work.
Seems to work now though. So dunno.

Offline Gryzor

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Re: The Dawn of Kernel (Development)
« Reply #26 on: 21:12, 13 January 18 »
May random snafu, ok :)

Offline reidrac

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Re: The Dawn of Kernel (Development)
« Reply #27 on: 11:10, 15 January 18 »
Update time!

Disclaimer: the video doesn't capture 50Hz properly, also lots of debug are enabled and it looks "weird"; but the game is updating at 25 FPS.

What does the debug mean:

  • Red boxes show mini-buffers in use, which is tiles affected by sprites being drawn. Take into account the red boxes are erased in moving sprites (remove the sprite and leave the background), so there are few things going on.
  • The thin border lines (not very visible on the video) signal when an update happens on time (25 FPS!), thick lines or a complete red frame means the update was late (slow-down!). There are no thick lines on the video, meaning: yay!


https://twitter.com/reidrac/status/952689606255939584

I've been optimising few bits that were OK for my previous games but a waste of time in this one; that includes better batched draw (e.g. the engine fire on the player's ship, now is not a composition of player + fire) and few places where I was was being silly using CPU (e.g. even for fixed path enemies, I tend to be lazy and make them "smart", looking for obstacles, although I know the complete path when the map is loaded).

I'm also updating the HUD when the game isn't busy, so it may delay updating the score a frame or two, but it will never slow down the action.

Next thing is improving how bullets are drawn. For performance I don't support blitting arbitrary sprite sizes but a limited fixed set (8x8, 8x16 and 8x24). Bullets can be consolidated into 4x4, and I may even not use a mask because the shape is square-ish.

With that change I think I'll be really close to the performance that is required for the game, and 25 FPS.

(to be honest, this game would play just fine at 16 FPS; but now that I'm used to play it at 25 FPS, it would be hard to play it at a lower frame rate)
« Last Edit: 11:19, 15 January 18 by reidrac »
Released The Return of Traxtor, Golden Tail and Magica for the CPC.

Offline reidrac

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Re: The Dawn of Kernel (Development)
« Reply #28 on: 10:56, 17 January 18 »
Faster, faster!

I made an optimisation for "small sprites" (still masked), and it improved a lot.

The following video isn't amazing, but it shows a bit what I'm talking about (if you look closely). See previous post for information about the debug bits on the video.


https://twitter.com/reidrac/status/953411077278195712

If the sprite is between tile boundaries, that means more pixels to push and it'll be slower, but it reduces "worst cases" reasonably.

This engine isn't ideal for a shooter anyway, but as I said in my first post, I plan it to be more tactical than just pew-pew.

I'm going to leave the engine alone for now and start making new enemies and probably prototype the terminals; although that part is still one of the "unplanned" bits of this game.

Anyway, progress!
« Last Edit: 10:58, 17 January 18 by reidrac »
Released The Return of Traxtor, Golden Tail and Magica for the CPC.

Offline GUNHED

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Re: The Dawn of Kernel (Development)
« Reply #29 on: 14:42, 17 January 18 »
Any link to a video? Chrome doesn't pick up that tweet.  :)