3.
escape.
Escape is for the weak. The challenged. The bored. Yes, you can escape, but they will always be there, trapped between bits and bytes.
This is the end of the story. The walls outside the world you perceive are no longer being created. They are not shown. There is an increase in performance. Noticeable, but slight.
This is the end of the story. No more will be writ unless insects begin to wriggle their way out of the stones and make themselves known.
The chain has been broken and the link has been renewed. Time flows backwards and starts again.
hello love: i really don't know who you are [version 1.2]
- zachwlewis
- Citizen
- Posts: 70
- Joined: Fri Mar 19, 2010 7:58 am
- Location: Huntsville, AL
- Contact:
- zachwlewis
- Citizen
- Posts: 70
- Joined: Fri Mar 19, 2010 7:58 am
- Location: Huntsville, AL
- Contact:
Re: hello love: i really don't know who you are [complete]
This game finally has the Zachary Lewis Seal of Completion stamped on it.
Version 1.1 has much better dungeon generation, improved framerates in b. mode (although n. and m. still outperform it), more fun, more confined spaces, and the same amount of introspection.
Enjoy!
Version 1.1 has much better dungeon generation, improved framerates in b. mode (although n. and m. still outperform it), more fun, more confined spaces, and the same amount of introspection.
Enjoy!
- Robin
- The Omniscient
- Posts: 6506
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Re: hello love: i really don't know who you are [version 1.1]
Hurray!
Help us help you: attach a .love.
- zachwlewis
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Re: hello love: i really don't know who you are [version 1.1]
I added some screenshots.
- zachwlewis
- Citizen
- Posts: 70
- Joined: Fri Mar 19, 2010 7:58 am
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Re: hello love: i really don't know who you are [version 1.1]
Love did exactly what I hoped it would do: Inspire me.
I'm currently porting Hello Love to PC and XBOX with XNA. I've another game which is going to launch on those platforms, so I'm going to use this little baby project to see how the submission and revenue systems work. I've also come up with a bunch of ways to improve this game experience which will come in the full game.
It's going to be priced at 80 points on XBIG and $1.00 from whatever site I sell it on. I think it'll be worth it.
After I got the basic map and movement functionality done, I started messin'. In mode "b" in Love, I was getting about 30fps (map size 50x50). Now, I didn't realize that sprite drawing worked differently in love, so I didn't have any batches set up (which would have increased my speed). In XNA, mode "b" was running at 60fps at map sizes of 50x50, 100x100 and 500x500. : I got cocky and tried it with a map size of 1000x1000, and saw a drop to 30fps. I believe at that point, the lag wasn't drawing (I only draw what's on the screen), it was running through the entire map.
Good stuff.
I'm currently porting Hello Love to PC and XBOX with XNA. I've another game which is going to launch on those platforms, so I'm going to use this little baby project to see how the submission and revenue systems work. I've also come up with a bunch of ways to improve this game experience which will come in the full game.
It's going to be priced at 80 points on XBIG and $1.00 from whatever site I sell it on. I think it'll be worth it.
After I got the basic map and movement functionality done, I started messin'. In mode "b" in Love, I was getting about 30fps (map size 50x50). Now, I didn't realize that sprite drawing worked differently in love, so I didn't have any batches set up (which would have increased my speed). In XNA, mode "b" was running at 60fps at map sizes of 50x50, 100x100 and 500x500. : I got cocky and tried it with a map size of 1000x1000, and saw a drop to 30fps. I believe at that point, the lag wasn't drawing (I only draw what's on the screen), it was running through the entire map.
Good stuff.
Re: hello love: i really don't know who you are [version 1.1]
No padding? For shame.
Also, you can decrease the size of your .love by 50% by removing the thumbs database
Also, you can decrease the size of your .love by 50% by removing the thumbs database
- zachwlewis
- Citizen
- Posts: 70
- Joined: Fri Mar 19, 2010 7:58 am
- Location: Huntsville, AL
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Re: hello love: i really don't know who you are [version 1.1]
Haha, Windows.
It's my first project. I didn't know about padding and whatnot when I started into this.
It's my first project. I didn't know about padding and whatnot when I started into this.
Re: hello love: i really don't know who you are [version 1.1]
Fair enough. I put it in myself, I got sick of wanting to know what was happening behind the white curtain as it were. Loving your use of oryx's stuff.
Any chance of enemies?
Any chance of enemies?
- zachwlewis
- Citizen
- Posts: 70
- Joined: Fri Mar 19, 2010 7:58 am
- Location: Huntsville, AL
- Contact:
Re: hello love: i really don't know who you are [version 1.1]
I've released version 1.2. This uses sprite batches to bring the game up to 60fps in all modes. I've also made all the graphics a power of two. Good stuff.
It turns out that I was using Oddball's tiny sprites.
There won't ever be "enemies" in the traditional sense, but I've got some ideas up my sleeve.
It turns out that I was using Oddball's tiny sprites.
There won't ever be "enemies" in the traditional sense, but I've got some ideas up my sleeve.
- Robin
- The Omniscient
- Posts: 6506
- Joined: Fri Feb 20, 2009 4:29 pm
- Location: The Netherlands
- Contact:
Re: hello love: i really don't know who you are [version 1.2]
- Can you leave out Thumbs.db next time?
- Still not PO2: character_map.png and tile_map.png have the right width, but not the right height.
- Still displays “version 1.1” in the corner.
Help us help you: attach a .love.
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