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Topic, Game "Neon Defence" | ||||||
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You must register or log in to post a message.Carbon Copy : gamelover101 if its playable with this sort of stress then thats good, this is guessing about how much at most I expect to be going on at once... But Ahroo is right, the enemies are too strong. Carbon Copy : I've never had a TD lag this much, except for the Bloons TD that I placed 400 towers in... xD The only things I can really complain about is that the towers are underpowered (or the enemies are too overpowered) and the towers are too big... :/ But it looks great!!! Even though half of the turrets don't move... After the screen was full of enemies and 19 towers, FPS was 19. Some stuff going on in background tho. (right now I get about 20 fps) Carbon Copy : you may end up with lag at the start of a level if a large sequence of waypoints gets used, it has to work out as many paths as waypoints used plus one. so a path using 3 waypoints would use 4 paths, using no waypoints just uses one path. waypoint tiles. these can trigger an event in-game when a creep moves over them, and also the pathfinding system must create a path that uses every waypoint on the map. optionally you can assign letters to the waypoints and also specify an order for the pathfinder to use, if waypoints are not included in the order then they are ignored in the pathfinding process. lets assume that red, green, and blue are labelled R, G, and B respectively if I did not specify an order for the pathfinder, it would go in the order RGB as that makes the shortest path, however if I were to specify a path of 'G,B,R' it would have to create a path that goes through those waypoints in that order...but, if I said to use path 'R,B' it would ignore G when deciding what path it should use, and just use R and B. I may also allow excluding waypoints, or clumping like this: 'B,RG' that would make the pathfinder work out which path was shortest, but force it to use B before R and G specifying a path of 'RB' would make it use R and B(in any order, no commas) but it would ignore G. [edit] you could also use a path of 'R,B,G,B' to make it use a waypoint more than once. also, remember that if this gets used, clumps of waypoints will take significantly longer to analyze...it will have to analyze every possible way of using those waypoints to find the shortest, so for that reason levels will require validation in the editor before-hand using a validate button. Should I do something about it??? @MARC And when you finish, PLEASE don't make locked tiles like P4M. ':_ @AK I doubt the engine is complete yet. When it is, you can probalby die. And seriously: Dang it MARC, you had better not be abandoning Star Towers!!!! All I can say is: LOL. ':_ @MARC When will testing be ready? @DY Yeh, moar enemies PL0X! :p | Games forumPlay Game "Neon Defence"First post of the topicLatest version of game currently has waypoint support, press enter to toggle path visibility and click to place towers! |
EDIT: lol this is actually pretty fun :_
EDIT 2: FPS starts to decline around 13-14 towers. :/
EDIT 3: but springs back up as the creeps take up less and less of the screen.