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Kramy



Registered
  08/06/2002
Points
  1888
12th March, 2004 at 20:04:34 -

It runs at 47-50fps for me.
1.7ghz AMD Athlon 333mhz FSB - 512mb ram

What build of MMF do you have? If you don't have MMF build 117, go to clickteam's site and download the upgrades.

Machine Independant Speed: If a computer does not have enough time to update the screen(from being crappy slow ) It will skip up to 5 redraws, to maintain the eventrate.
In such a way the framerate can drop to 10 before the eventrate is impaired. The fps counter will almost always read 50 though, since it will still run the events 50 times.


For example, for me it would do this in your game...

Machine Independant Speed(OFF)
events ran 47 times/second
screen updated 47 times/second

Machine Independant Speed(ON)
events ran 50 times/second
screen updated roughly 45 times/second

 
Kramy

Kramy



Registered
  08/06/2002
Points
  1888
12th March, 2004 at 20:18:55 -

Some reasons your game could be really slow:

1) Do you have Resize Display on? Resize display is OH SO SLOW on some computers(like Chris Branch's) while it has no effect on my own.
-- Try making the game windowed and test it on your friend's comp.

2) Do you have 16million colours on?
-- 16million colours is really taxing on computers, especially when you only need ~32k to ~65k colours for a game to look great.

3) Do you have directX on?
-- DirectX really slows down my MMF games. For example, I put some animating objects in...

DirextX(ON)
-- Framerate impaired at 67 objects

DirextX(OFF)
-- Framerate impaired at 702 objects

 
Kramy

ripthor



Registered
  02/07/2003
Points
  184
12th March, 2004 at 20:20:09 -

I have the latest build, I don't use Resize display, I use 32768 colors and I don't use Direct, VRAM or V-Sync(I don't even know what that option does...)
Since some people seems to have trouble running the game at full speed, I'll probably release 2 versions of it, with and without MIS. As for the palette, I'll keep 32768 colors, since it doesn't seems to affect anyone to reduce it.

I tried a windowed version, but it actually ran slower than the fullscreen! I'll upload it anyway for those who want to try it.
http://www.geocities.com/ripthor/testwin.zip

Anyway, I need more feedback on the graphics! That's my weakpoint...

Image Edited by the Author.

 
n/a

Simen



Registered
  04/03/2003
Points
  448
13th March, 2004 at 10:55:49 -

Graphics? Your WEAK ponit?! No man, they're great! The game too. And it didn't lag on my pc. Odd. Well, not really. My pc kicks ass. I love her.

 
The content above makes absolutely no sense. But I guess you've already figured that out.

Gir, do dat funky dance!

Evil Monkey



Registered
  08/12/2002
Points
  598
13th March, 2004 at 16:20:23 -

Runs at a constant 49 using the first link.

My specs:

Intel Pentium 4 Processor - 2.4 Ghz
512 MB RAM (Not sure if it's DDR or not)
GeForce FX 5600 AGP (4x, not 8x )

Pretty nice engine, but you need to make the platforms visible before having to jump onto them, otherwise you won't know where to land.

 
Project Progress:

1.: Droid Runner (5% Complete)
Finishing Up Game Engine

ripthor



Registered
  02/07/2003
Points
  184
13th March, 2004 at 16:39:16 -

Simen: I feel that the graphics are my weak point as it take me a lot of time to create them. An d I don't have a consistent style yet.

E. Monkey: Are you talking about the moving platforms? Or the part after the glass tube?

 
n/a

Kramy



Registered
  08/06/2002
Points
  1888
13th March, 2004 at 17:37:49 -

Monkey: You have to slide down the walls to see them after the tube.

Ripthor: Your graphics are way better than mine. I consider my graphics my weak point. Just download one of my games...Invasion of the Mini-Bots is probably the best example.

 
Kramy
   

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