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  1. #441
    Curiously attractive for a fish man Zorafim's Avatar
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    Loops are where the magic happens. It's easy to add something expensive there and run it a whole bunch. That's why you should instantiate variables in the OnCreate method instead of the Update method.

    I haven’t gotten into a situation that caused slowdown, so I'm pretty curious as to what's causing it. It's surprising to see slowdown on a modern system.

  2. #442
    Mercenary Shinureal's Avatar
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    Quote Originally Posted by yoshiblue View Post
    Looks great. How long do you plan the into to be?
    Thanks! Not too long, something arcade-ish, like 1 or 2 mins. And I have to make the black screens shorter.

    Quote Originally Posted by Zorafim View Post
    Man that art.

    Any clues on what's causing that slowdown? Seems like a pain to fix. Memory leak?
    You mean the gameplay slowdowns? it happens only when I'm recording, the game runs at a smooth 60 fps.

    Quote Originally Posted by qoxolg View Post
    Ah, now I see. I guess it kind of depends on the engine. In UE4 I don’t program a single thing, so I never really have slow downs on my gameplay logic, except for maybe a behavior tree that goes in an infinite loop because I forgot to build in some safety checks. Mistakes in other gameplay logic, UE4 usually starts giving errors or warnings when compiling.
    I'm using Game Maker Studio and everything in this game is coded, since the drag and drop function is so limited in GMS. As said to Zora, it's my video capture that slows down the game and I'm using a middle range gaming PC, especially the CPU, it's crap: Q9550.

    Edit:
    Something I did yesterday:
    Spoiler!

    Spoiler!
    Last edited by Shinureal; Jan 2, 2018 at 06:49 AM.
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  3. #443
    Mercenary Shinureal's Avatar
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    Some updates on the game.
    Still working on intro in order to release a nice demo. This is the 6 scene showing some NPCs.

    Spoiler!

    Spoiler!

    Spoiler!
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  4. #444
    Curiously attractive for a fish man Zorafim's Avatar
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    That's a good looking dude. Not to draw any attention from the woman, of course.

  5. #445
    Mercenary Shinureal's Avatar
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    Quote Originally Posted by Zorafim View Post
    That's a good looking dude. Not to draw any attention from the woman, of course.
    Haha priority for the anime chicks ofc
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  6. #446
    Mercenary Shinureal's Avatar
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    Parts of the storyboard for the game intro, went lazy on texts for the 2nd one:

    Spoiler!

    Spoiler!
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  7. #447
    Mercenary Shinureal's Avatar
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    Another part of the intro. Still WIP though.

    Spoiler!



    Edit:

    And some cover art I'm working on to take a break from game assets:

    Spoiler!
    Last edited by Shinureal; Jan 21, 2018 at 03:53 PM.
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  8. #448
    Mercenary Shinureal's Avatar
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    Some progress on that last piece;

    Spoiler!
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  9. #449

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    Must be hard for you, since your assets are a ton of drawing, which you already do. I luckily can take brakes from activities. Concept art, 3D modelling, texturing, materials setup, gameplay, rigging, animation. I easily get bored when I do one thing for more then 2 hours (except for gameplay/system programming, which I could work on all day.). I always make sure that I keep switching between tasks to keep it fresh. Drawing is usually the thing I do when my brain is overloaded by other things, since its relaxing to me.


  10. #450
    Mercenary Shinureal's Avatar
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    Quote Originally Posted by qoxolg View Post
    Must be hard for you, since your assets are a ton of drawing, which you already do. I luckily can take brakes from activities. Concept art, 3D modelling, texturing, materials setup, gameplay, rigging, animation. I easily get bored when I do one thing for more then 2 hours (except for gameplay/system programming, which I could work on all day.). I always make sure that I keep switching between tasks to keep it fresh. Drawing is usually the thing I do when my brain is overloaded by other things, since its relaxing to me.
    Indeed. And the biggest issue with my game asset are the simple ones. If I spend too much time on them, I'll lose my "hand".
    Right now I stopped working on the 4th stage's visuals and started working on the game intro, which includes some animations, then I stopped even that to make this cover for my on going comic, just to kill the damn routine and go back to my comfort zone.
    What I hate most is coding the enemies behavior for a new stage, it consumes more time than creating the whole assets for the same stage.
    Busy doing nothing...

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