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Orangy Tang
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Reply #31 - Posted
2004-02-24 21:37:00 » |
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You see... A cute little Chrono-Trigger style sprite and rows of different ground textures, all slowly scrolling diagonally. A FPS counter hovers somewhere around 1200. You see a white tower in the distance.
But is there supposed to be a big black void down the right and bottom edges of the screen? Almost looks like its space for a (rather large) C&C style HUD. Oh, and my mouse lags horribly. I've found that if you're not using fullscreen mode (and so have a wait-for-vsync pause) its a good idea to put a yeild() in near the end of your game loop.
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kevglass
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Reply #32 - Posted
2004-02-24 21:39:38 » |
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Yep.. the black space is there for some GUI components I want to stick in.. At the bottom, a chat area. At the side your character stats and controls... and hence, yet another little RPG is born  Well, should I ever actually get it working. Was gonna go for a NWN meets crap graphics sorta thing. Limited multiplayer adventuring hopefully on a budget. 1200 FPS, what spec is that on? Kev EDIT: PS. Cheers for the yield tip.
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Games published by our own members! Check 'em out!
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Orangy Tang
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Reply #33 - Posted
2004-02-24 21:49:25 » |
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/me slaps forehead Oh yeah, spec, silly me. Althon 2600, GeForce 4 Ti.
It seems that it gets requested so often for testing/debugging that it might be easier to stick in it a sig, but then I fear it'd start looking like an overclockers forum/penis-measuring-contest with single line posts and 12 line system specs in sigs...
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nonnus29
Senior Member   
Giving Java a second chance after ludumdare fiasco
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Reply #34 - Posted
2004-02-24 21:51:37 » |
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I get 34 fps from my intel on board gfx. That sprite is a bit higher quality than the normal rpgmaker 2000 sprite.... What are you planning for this project? Edit: Was gonna go for a NWN meets crap graphics sorta thing. Limited multiplayer adventuring hopefully on a budget.
I wouldn't say crap gfx, I'd say old-skool, retro gfx + gameplay. But I think thats an awesome idea, in fact I've been toying with the same concept myself. To make the project realistic I was considering limiting the number of players to less than 100 (or fewer). It would be great for a 'lobby' type thing for a game programming community....
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EgonOlsen
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Reply #35 - Posted
2004-02-24 22:00:41 » |
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1890fps ( P4HT@3.2GHz, Radeon 9700pro, Java 1.4.2, Win XP)
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morbo
Senior Newbie 
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Reply #36 - Posted
2004-02-25 02:28:01 » |
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705 fps, Win2K, Althon XP 2200, GeForce 3 (non-MX)
So pretty much like before...but task mgr shows almost exclusively all in kernel time.
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kevglass
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Reply #37 - Posted
2004-02-25 05:06:47 » |
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That sprite is a bit higher quality than the normal rpgmaker 2000 sprite.... What are you planning for this project?
Actually, the sprite is the exact one I pulled off a RPG Maker 2000 sheet. I just scaled it by 1.5 and smoothed it (all at startup). It makes it look cooler I think. I wouldn't say crap gfx, I'd say old-skool, retro gfx + gameplay. But I think thats an awesome idea, in fact I've been toying with the same concept myself. To make the project realistic I was considering limiting the number of players to less than 100 (or fewer). It would be great for a 'lobby' type thing for a game programming community....
Yeah, I was probably being deliberately trite about the crap graphics. NWN style would make the suggested players< 16 really. You're a party working together to solve a quest. However, I suppose that doesn't rule out a lobby area where you can meet other people and choose quests. Still, very early days, just going to get something up and running then make some decisions. So pretty much like before...but task mgr shows almost exclusively all in kernel time.
Yeah, this is "feature" of gage timer. Its honestly a good thing. The game will yield() processing time to any other app that tries to get it.. otherwise it runs flat out. As you can obviously tell, I haven't limited frame rate yet  Thanks for the continued feedback guys! Kev
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oNyx
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Reply #38 - Posted
2004-02-25 08:22:47 » |
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512fps - k7 500/128mb/gf2mx/win98se/1.4.2_03 It's only limited by the fillrate - as expected 
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Mark Thornton
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Reply #39 - Posted
2004-02-25 08:27:15 » |
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~90 fps. P4 3.06GHz, ATI Rage 128 Ultra (16MB) CPU ~50% (hyperthreaded)
That graphics card is the default for this Dell machine.
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Games published by our own members! Check 'em out!
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Abuse
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Reply #41 - Posted
2004-02-25 09:16:59 » |
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yeah, u definitely need a yield in there ^_^ atm it totally knackers winamp (along with every other app. running int he background  ) Have you raised the priority of the render Thread or something? I didn't think even a tight loop around bufferStrategy.show() caused so much slow down.
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Make Elite IV:Dangerous happen! Pledge your backing at KICKSTARTER here! 
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kevglass
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Reply #42 - Posted
2004-02-25 09:22:37 » |
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Thread.yield() has been added, but not uploaded as yet. For sprites like these here is a good start: http://www.rpg2knet.com/Is a good source, I have a more complete list of sources at home if you want more. Kev
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pepe
Junior Member  
Nothing unreal exists
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Reply #43 - Posted
2004-02-25 09:34:08 » |
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yes, good link. thanks maybe you can post them all in a new thread i nthe gameplay/design section? if not, please send me the others using PM.. Thanks again
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erikd
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Reply #44 - Posted
2004-02-25 12:22:21 » |
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38 fps on a 1GHz P3, Intel video.
Erik
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Java Cool Dude
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Reply #45 - Posted
2004-02-25 12:58:45 » |
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~2080 Fps AMD 2.1 Ghz Radeon 9700 Pro
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kevglass
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Reply #46 - Posted
2004-02-25 13:27:44 » |
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Yay!!!! Somebody broke the 2000 mark!
Kev
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Java Cool Dude
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Reply #47 - Posted
2004-02-25 14:14:45 » |
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/me takes a bow 
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swpalmer
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Reply #48 - Posted
2004-02-25 14:55:17 » |
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Being two orders of magnitude slower is a drag 
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kevglass
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Reply #49 - Posted
2004-02-25 14:57:38 » |
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The MacOS limitation is a real drag (especially as I want to buy a Powerbook). Any chance they might have fixed it in the next VM version?
Oh, incidently.. if you use 1.3.1 on MacOS, you should now get acceleration since I hard coded that property in.
Kev
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swpalmer
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Reply #50 - Posted
2004-02-25 15:15:34 » |
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I don't think it is 1.3.1 compatible: $ /System/Library/Frameworks/JavaVM.framework/Versions/1.3.1/Commands/java -jar miniad.jar Exception in thread "main" java.lang.NoClassDefFoundError: org/xml/sax/EntityResolver at org.newdawn.miniad.data.Map.<init>(Map.java:14) at org.newdawn.miniad.client.View.<init>(View.java:27) at org.newdawn.miniad.client.MainFrame.<init>(MainFrame.java:24) at org.newdawn.miniad.BootStrap.main(BootStrap.java:13) Though the latest jar seems to run a little bit faster peaked at 40fps - less than 2% of what Java Cool Dude gets 
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kevglass
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Reply #51 - Posted
2004-02-25 15:29:36 » |
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Na, thats ok.. 40fps.. you'll still be able to play!  I reakon it needs 15 fps to make the scrolling and little sprites look ok.. I've got a whole 25 fps to stick the network and logic in.  Kev
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kul_th_las
Guest
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Reply #52 - Posted
2004-02-25 18:27:51 » |
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12-15 fps on a iMac G3 @400 Mhz, ATI Rage128Pro 8MB
OSX 10.3.2 (better performance than I expected, actually)
I'll try to test it on another machine when I get home from work tonight.
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kul_th_las
Guest
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Reply #53 - Posted
2004-02-28 02:29:41 » |
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I finally got my Internet connection working at home again.
600+ fps (or, as I pointed out in another thread, 600+ interations of the rendering thread, per second, which is not the same thing).
Actually the smoothness of the display was more like 4 fps. I could actually count them! It was better on the G3 400Mhz iMac I tested it on last time, which got like 12fps, but at least the movement percieved by my eye was smooth, slow but smooth.
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kevglass
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Reply #54 - Posted
2004-02-28 06:01:20 » |
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Yep, the maximum actual updates you should see to the visuals is 10fps...
Kev
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kevglass
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Reply #55 - Posted
2004-02-28 07:54:40 » |
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Minor updates to the webstart, loads of updates behind the scenes. Tile Ripper and Map Design written hence the little house  Kev
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nonnus29
Senior Member   
Giving Java a second chance after ludumdare fiasco
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Reply #56 - Posted
2004-02-28 15:56:43 » |
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I've got a ton of question about how your going to do this; Where are you ripping the gfx from? Are you going to use scripting? Have you thought about the protocol your going to use between the server and client?
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kevglass
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Reply #57 - Posted
2004-02-28 16:08:23 » |
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Check out Game Play/Design, I've just posted a new topic.. I could do with your input and testing of the new version.. To answer your questions tho: a) Graphics are coming from RPG Maker 2000 sites, I've listed the resources I'm using in a thread over in Game Play/Design b) Scripting, yep.. was going to plump for some XML based event->response thing for ingame stuff. The scripting for the character conversations is a second dialect.. or will be  c) Client<->Server is currently planned to be an order based system although I'm starting to wonder about the viability of this given the response in the other thread... Kev
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kevglass
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Reply #58 - Posted
2004-03-01 10:45:15 » |
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Yay, 45+ fps on my work machine which is: 1Ghz, 512MB, Intel(4) 82815 Graphics Controller (read terrible), Win2K. Playable on this piece of rubbish, can't be bad.  Kev
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javawillie
Junior Member  
Hola, Paco.
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Reply #59 - Posted
2004-03-04 05:42:42 » |
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Hm, I get only 30 FPS on P3 1.13Ghz with 512MB RAM. Not the most up to date machine but should get more than 30 FPS? The video card I have is GeForce2 Go. Might anybody have a suggestion what I can do to improve the frame rate?
Thanks!
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