Coming up with relevant titles is tough guys.
Being that I posted a little late last month, and that I also went to twitchCon, I didn't have much time to create a lot of stuff for this post. Still, I want to share what I got done.
Being that I posted a little late last month, and that I also went to twitchCon, I didn't have much time to create a lot of stuff for this post. Still, I want to share what I got done.
Back To A Playable State
Though there are still bugs, the game is back to it's playable state. With the tiles and, and now the items back in, I can see where the frame rate was having the hardest time. It seemed like collision (when going up or down slopes) was giving the game a hard time. So, knowing that I had to fix it anyways, I thought I'd make a better version too.
Collisions!
Collision are fixed!
Well kind of.
Honestly the system is a bit messy, but it works. But after several tutorials I found a system that not only fixes the collision system, but makes it much much more efficient! That's what I needed!... Or so I thought. Though it is true that this new collision system is crazy better than the previous one, it still isn't enough to get the game to work on the phone, which brings me to my next point.
Well kind of.
Honestly the system is a bit messy, but it works. But after several tutorials I found a system that not only fixes the collision system, but makes it much much more efficient! That's what I needed!... Or so I thought. Though it is true that this new collision system is crazy better than the previous one, it still isn't enough to get the game to work on the phone, which brings me to my next point.
Last Try / Framerate Independent
The very last shot to make this work. Even though this game was made to be on the phone, I've already wasted so much time trying to make this work on the phone. So this is my last try. THIS should fix things to work no matter what, but I've said that before.
So there's a system, a way to write the code so things act and move at the same speed no matter how many frames have passed. It's a system that would require me to re-write a lot of stuff, but should make it so that even if the framerate isn't as fast on the phone as it is on the computer, it should still be completely playable. It looks like at worst it will drop from always being above 60, to always being above 30. And that is still passable. It could also be that my phone is crap and will work better on others, but it should still be playable even on my lousy phone. And if not, if the framerate is still somehow too slow or I can create the system correctly for some reason... I gotta cut the game from the phone.
So there's a system, a way to write the code so things act and move at the same speed no matter how many frames have passed. It's a system that would require me to re-write a lot of stuff, but should make it so that even if the framerate isn't as fast on the phone as it is on the computer, it should still be completely playable. It looks like at worst it will drop from always being above 60, to always being above 30. And that is still passable. It could also be that my phone is crap and will work better on others, but it should still be playable even on my lousy phone. And if not, if the framerate is still somehow too slow or I can create the system correctly for some reason... I gotta cut the game from the phone.
Next Month's Plans
I don't think I've actually said this yet, but each month I set some goals for myself to try and hit. I'm not always successful, but in doing so I always more a little closer to progress. This month I set 3 goals:
-Fix all currently known bugs within the game
-Have the game playable on the phone (or no longer be making it for the phone)
-create all necessary main gameplay art (wizard animations, backgrounds, props, etc. but not including effects)
I made a list of all the bugs, I need to crate the framerate independent system, and I gotta create all the art in the main part of the game. I think I can do all this before the end of the month. I'll have to push myself, but I can do it!
-Fix all currently known bugs within the game
-Have the game playable on the phone (or no longer be making it for the phone)
-create all necessary main gameplay art (wizard animations, backgrounds, props, etc. but not including effects)
I made a list of all the bugs, I need to crate the framerate independent system, and I gotta create all the art in the main part of the game. I think I can do all this before the end of the month. I'll have to push myself, but I can do it!
Wrap Up
So at this point, the game is back where it was. Items are in and collision works even better than before. Everything is working again, but with a better framerate. However even with all these upgrades, it still doesn't work on the phone. But it's close. Close enough to hopefully work once I make it framerate independent. This month I plan on getting it to work on the phone, or not use the phone at all; as well as fixing all currently known bugs and creating the main gameplay art. It won't be easy, but I'll push myself to make it happen! Guess we'll see how it goes by next month!
But hey, if you don't want to wait until next month, feel free to stop by the twitch stream or discord group! It's the most recent version of the game, plus it will be cool to say hi!
twitch: https://www.twitch.tv/joltjab
discord: https://discord.gg/SZf4wFj
But hey, if you don't want to wait until next month, feel free to stop by the twitch stream or discord group! It's the most recent version of the game, plus it will be cool to say hi!
twitch: https://www.twitch.tv/joltjab
discord: https://discord.gg/SZf4wFj