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Re: trAInsported: Alpha testers needed

Posted: Thu Feb 21, 2013 8:19 am
by Germanunkol
substitute541 wrote:Could you put the download link in dropbox now. I want to download it in a downloader... And yes, I do have a crappy net.
I'll see about this tonight. It seems I have to install dropbox on my local PC to get it to work, and can't upload files through my browser? Never used Dropbox before - correct me if I'm wrong. But I don't want to install it for just this one file.
Taehl wrote:I tried it out for the first time.

1) Loading was super-slow. Why make 19 threads generate images at the same time, instead of generating 1 image at a time?
2) The game brings my whole system to a crawl. Unless I minimize the window (to force-pause it), every action on my desktop takes like 30 seconds to happen.
3) I tried the first tutorial level. I got to the part where it tells you to print("Hello trAIns!"), and am stuck. It won't let me continue the tutorial, despite following its instructions.
You're using the old version (version 2). The new one is in the text in the first post of this thread - the old one was still hanging at the bottom of the post. Sorry about that, I removed it now. Please try the new version!
Also, I don't understand your remark about threads. Threadding speeds the thing up a lot, because a few of them can run at the same time (if you have a multi-core-system, which is standard these days. Most users have two cores). I agree that 20 threads is way more than most computers can actually compute at the same time, but this is just me being slack, and it should not slow down the game that much. What might be a problem is the memory it takes, maybe I'll make it run a maximum of, say, 4 threads at a time in the future. But making it render one image after the other would take ages.
Also, this rendering process is only done once. Next time you start, it does not render the images again.

Re: trAInsported: Alpha testers needed

Posted: Thu Feb 21, 2013 8:31 am
by substitute541
Dropbox is a file sharing program. You just add files in the Dropbox Folder, and it gets synced with the Dropbox servers. However, to make others download your files, you must add it in the Dropbox/Public folder. Trust me, Dropbox will become useful for files that you need to back up, or files that you want people to download.


Man I sound like an advertiser here...

Re: trAInsported: Alpha testers needed

Posted: Thu Feb 21, 2013 8:46 am
by Germanunkol
I know how Dropbox works, I was just wondering if I can upload a file through the browser as well, that way I would not have to install it.

Edit: Never mind, sorry, found out how. Here you go:
https://www.dropbox.com/s/lc63906os89qy ... orted.love

Re: trAInsported: Alpha testers needed

Posted: Sun Feb 24, 2013 11:27 pm
by Germanunkol
Short video Tutorial, introduction to the game:


Re: trAInsported: Alpha testers needed

Posted: Mon Feb 25, 2013 8:05 am
by spectralcanine
This is a pretty cool game idea.

Without looking at any code, why does it take so much time to render maps?
Drawing those sprites to an off screen buffer and making an image from it should take less than a second.

Re: trAInsported: Alpha testers needed

Posted: Mon Feb 25, 2013 8:34 am
by Germanunkol
I uploaded a new version that draws the image much faster on multi-core systems.

I read that using canvases (which is, I think, what you mean) will not work on many PCs, so I avoided that. Instead I used imageData:paste and pixelSet/pixelGet which are just very slow. I asked how to speed this up a week ago, but there were no ideas: viewtopic.php?f=4&t=12583

Re: trAInsported: Alpha testers needed

Posted: Mon Feb 25, 2013 9:30 am
by xXxMoNkEyMaNxXx
Is it possible to check if features are supported on the system, then make use of them if they are?

By the way, here's the overlay function:
overlay a with b:
b+a*(1-b.a)

where b.a is the alpha component of b.

Re: trAInsported: Alpha testers needed

Posted: Mon Feb 25, 2013 10:38 am
by Germanunkol
Hi,

What do you mean by features? Os.execute?
Or are you talking about lua modules?
I do not allow lua modules right now, because of security reasons and because I want the AI scripts to work on the server as well...

Re: trAInsported: Alpha testers needed

Posted: Mon Feb 25, 2013 11:54 am
by spectralcanine
Germanunkol wrote:I uploaded a new version that draws the image much faster on multi-core systems.

I read that using canvases (which is, I think, what you mean) will not work on many PCs, so I avoided that. Instead I used imageData:paste and pixelSet/pixelGet which are just very slow. I asked how to speed this up a week ago, but there were no ideas: viewtopic.php?f=4&t=12583
Then why not draw directly to the screen and make an image from it?

Or, even better, why are you making one big image to begin with? drawing those tiny amounts of tiles is practically zero effort for any PC with OpenGL, which is the basic requirement for Love2D).
As a side effect, this allows you to add animations and other dynamic stuff.

Re: trAInsported: Alpha testers needed

Posted: Mon Feb 25, 2013 4:07 pm
by xXxMoNkEyMaNxXx
I was a little vague there, but I had just read the whole 'not all systems support canvases' issue. I also think it would be a good idea to use pixel effects if the system supports it, because the GPU holds untamed amounts of processing power.