I've been working on my first game ever for a few months now, and recently, I asked one of my friend to try it on his comp.
Oh! the horror: it was running to a crawl, at about 10 fps...
I know that, since I don't have that much experience in video games making, and also using MMF, I might have made a few tweaking errors. (But not in the code itself, as I tried to delete it all from the frame and then set the player to ball movement just to see how it would go.The game was still very slow. )
So here's what I'd like to ask: Can you try the game to see how it runs, then post you system specs (PCU speed and RAM)on the boards?
...
And maybe give me a little feedback on the game? I need to know how well I'm doing until now. (graphics and engine mainly)
Oh, and since this is far from a full game, there are no enemies and not much to do beside shooting and running around... I don't want to develop the game further until I know if it runs smooth on most machines. And also what people think of it, of course.
The controls are as follow:
Shift - jump
Ctrl - shoot (you can charge up 2 lvls, but there's no charging animation yet)
? key (beside right shift) - dash
Down + jump -jump down the walkthrough platforms
F2 to restart the frame
You can also dash jump, wall-jump and dash-wall-jump (keep dash button pressed while wall-jumping)
Runs about an average of 40 on mine, which is a 1GHz Athlon with 512mb RAM. It's a very nice engine by the way, but I can see it lagging quite a lot when there are enemies and special effects.
Got no problems with the graphics, they're pretty nice, and so is the animation. I see you managed to make those nice looking clouds you wanted, too.
One little suggestion, if you you haven't already got it planned, there should be a gun charging animation, cos it's not obvious when you are charging the gun power.
By the way, what runtime options are you using? Runtime options can make it run differently on different machines, some options depend on how much processor and RAM there is, some depend on how much memory the GFX card has, etc. I also think it'd be a good idea to have it running Machine Independent Speed by default, to iron out any potential speed issues.
Average I get is 48fps. I tried this on my pitiful 500mhz/128 ram and it runs fine, one suggestion, change the trees, they bother me. Everything else is Gut!
Enemies? I didn't made enemies yet. You mean the moving platforms?
Anyways, there will be a charging animation, it's not there yet, that's all.
It's strange that you only get 40 FPS... I have a PIII 667mhz with 512MB and a Magnum Xpert 128/32MB video card. It always run at 47 FPS...
As for the runtime, the first file as nothing checked, the second one has only 256 colrs and the third one does have machine independant speed checked, so it should always run at 50 FPS. Can you try that one and tell me if it does? Even though someone told me it ran at 10 FPS on a PI 133mhz...
One last thing... Do you think the character style matches with his surroundings? Someone told me it didn't, so I'm a little worried that I would have to restart al the backgrounds. X(
The trees... Do you mean I should make another type of tree or are you talking about the drawing style? I really have a hard time making good looking trees, I know. If someone has any tips, that would be great!
41 fps on a 650mhz, hunk o' junk PC. Looks and 'feels' great. Nice graphics and animations and an excellent, smooth engine. The version I tried was the first link.
Edited by the Author.
Viddy A ClockWork Orange, Droogs...
Goddamn you to hell 'Newbie' DC Rating... Go up, UP DAMN YOU!
AS Filipowski: Yeah, I keep on asking myself what could cause the lag... But I really don't think it's the engine, since i tried to delete it all while giving the player a platform movement. There was no differences...
Nova: Try the other version if it runs to slow.
...
And does someone else think the trees look strange?
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...
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...
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.
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.