Register    Login    Forum    Search    FAQ

Board index » Everything




Post new topic Reply to topic  [ 595 posts ]  Go to page Previous  1 ... 32, 33, 34, 35, 36, 37, 38 ... 60  Next
Author Message
 Post Posted: March 9th, 2017, 3:01 pm 
 

Joined: February 28th, 2013, 3:23 am
Posts: 2711
Location: Oklahoma, United States
Depends on what you mean by efficient. Memory efficient, probably not but I don't think you are using all that much memory for the entities themselves anyway. CPU efficient, probably since you aren't creating and destroying ( allocating and deallocating ) memory throughout the level.

Honestly, unless you start seeing framerates drop I wouldn't worry about it.

_________________
If you think paging some data from disk into RAM is slow, try paging it into a simian cerebrum over a pair of optical nerves. - gameprogrammingpatterns.com


Top 
 Profile  
Reply with quote  
 Post Posted: March 9th, 2017, 3:38 pm 
User avatar

Joined: January 19th, 2017, 10:28 pm
Posts: 449
Location: Idiot from northern Europe
albinopapa wrote:
Depends on what you mean by efficient. Memory efficient, probably not but I don't think you are using all that much memory for the entities themselves anyway. CPU efficient, probably since you aren't creating and destroying ( allocating and deallocating ) memory throughout the level.

Honestly, unless you start seeing framerates drop I wouldn't worry about it.


Sweet.
I'll get to designing the level then, which is harder than I expected :D


Top 
 Profile  
Reply with quote  
 Post Posted: March 9th, 2017, 11:20 pm 
User avatar

Joined: January 19th, 2017, 10:28 pm
Posts: 449
Location: Idiot from northern Europe
Man this is hard :D

Almost feels like whatever level I'll be able to make will be worse than the rng level lol.
Oh well gonna spend max 2-3 days on this and just try to make sure the level isn't completely horrible.


Top 
 Profile  
Reply with quote  
 Post Posted: March 10th, 2017, 4:26 am 
 

Joined: February 28th, 2013, 3:23 am
Posts: 2711
Location: Oklahoma, United States
Well, perhaps randomly generate levels and have each level be a different seed. Write out the level and make modifications if needed. A mix between random and creative.

_________________
If you think paging some data from disk into RAM is slow, try paging it into a simian cerebrum over a pair of optical nerves. - gameprogrammingpatterns.com


Top 
 Profile  
Reply with quote  
 Post Posted: March 11th, 2017, 5:21 pm 
User avatar

Joined: January 19th, 2017, 10:28 pm
Posts: 449
Location: Idiot from northern Europe
Added boss at the end of the level. Had a few different ideas how to do this, ended up with setting the boss y pos in level.cpp along with all other entities and updating boss position the same way as I do with all things. When boss reaches the screen his state changes to entrancestate which also changes the game state to boss state.

Also fixed a couple bugs, made it so you can have a shield vs the boss (wasn't drawing/updating shield or even checking for collisions with shield in boss state)

Also fixed a bug with black holes. if you start getting sucked into a bluck hole but then got pushed by an obstacle than it kinda fucked everything up, so I'm no longer checking for collisions with obstacles if the ship is in transition state.

gonna do some more work on the level and think it'll be more or less done for testing tonight.

@Chili
If you could please show me how to change the graphics to use sysbuffer it'd highly appreciated as I've tried to get alpha working for a total of prob 20 hours and only managed to f everything up :D
It's also pretty much the last thing left in dev

albinopapa wrote:
Well, perhaps randomly generate levels and have each level be a different seed. Write out the level and make modifications if needed. A mix between random and creative.


Nah I think it's alright :) I'll just ake it somewhat random on my own and change stuff that seems too hard/easy etc


Top 
 Profile  
Reply with quote  
 Post Posted: March 11th, 2017, 6:05 pm 
User avatar

Joined: February 14th, 2017, 7:32 pm
Posts: 170
Do you have a Github where you put the code? Although, I think you said you were going to hand this in somewhere, so you don't want it to be on the internet for people to use...
Anyways, from what I've heard, this looks awesome!
Also, to your entities always existing, remember the PooGame by Chili? Well, although I put in like 10'000 poos (which didn't get deconstructed after being eaten) my game didn't lag at all, so I think you're safe.
On the other hand, I'm using an i7-6700k, so mileage may vary.


Top 
 Profile  
Reply with quote  
 Post Posted: March 11th, 2017, 6:14 pm 
User avatar

Joined: January 19th, 2017, 10:28 pm
Posts: 449
Location: Idiot from northern Europe
Zedtho wrote:
Do you have a Github where you put the code? Although, I think you said you were going to hand this in somewhere, so you don't want it to be on the internet for people to use...
Anyways, from what I've heard, this looks awesome!
Also, to your entities always existing, remember the PooGame by Chili? Well, although I put in like 10'000 poos (which didn't get deconstructed after being eaten) my game didn't lag at all, so I think you're safe.
On the other hand, I'm using an i7-6700k, so mileage may vary.


https://github.com/Yumtard/Spaceballs

Here's the repo if you wanna take a look at the code or try it out :)
It's my first game and the plan is to put it in a portfolio which I need to send to a school I'm gonna apply for.

edit: the level is obv incomplete as you will notice


Top 
 Profile  
Reply with quote  
 Post Posted: March 11th, 2017, 10:48 pm 
User avatar

Joined: January 19th, 2017, 10:28 pm
Posts: 449
Location: Idiot from northern Europe
Added comets
fixed a couple bugs
neater start pos for ship

think I'm basically done :O


Top 
 Profile  
Reply with quote  
 Post Posted: March 14th, 2017, 3:46 pm 
User avatar

Joined: January 19th, 2017, 10:28 pm
Posts: 449
Location: Idiot from northern Europe
It's mentally tough for me putting this game on ice and start another project before this one is 100% complete. So I end up spending a lot of time starring at the screen feeling like I should be doing something when there's really not much left to do :p
I think alpha is pretty much the last piece unless I find some small tweaks, and it seems like I'll have to revisit the alpha blending later when I have more tools in my belt.

So Now I'm gonna force myself not to work on spaceballs for a while (unless I get some new input in my other thread for stuff to improve) instead I'm gonna pick up the tutorials again, starting episode 23 tonight. Spend a couple days finishing the beginner series and then start trying to learn SFML.


Top 
 Profile  
Reply with quote  
 Post Posted: March 14th, 2017, 10:18 pm 
User avatar

Joined: January 19th, 2017, 10:28 pm
Posts: 449
Location: Idiot from northern Europe
Watched 23.1 without pausing etc to get the basic idea of it. Plan for tomorrow is to watch 23.2 during the morning coffee and then later in the day to rewatch both part in a little more detail and hopefully if I have time start working on trying to make the game on my own.


Top 
 Profile  
Reply with quote  
Display posts from previous:  Sort by  
 
Post new topic Reply to topic  [ 595 posts ]  Go to page Previous  1 ... 32, 33, 34, 35, 36, 37, 38 ... 60  Next

Board index » Everything


 
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for: