I do make copies of copies, the table is gone in all of them!! this is what i see in the projects : The table is there even the names of the rows are there but the values are gone !! the table have 400 rows !! Its just one day of work to recover it (which is very sucks) but what if it will happen again? i think its a bug otherwise how can it be ?! Oh my , i think ill leave this project for today before i break my macbook , and focus on the release of the update for STN 8-|
Oh and by the way thank you beefy , means a lot to me mate.
oh man, that is very annoying... i had a similar problem where i duplicated an actor and deleted an internal rule, for some reason it deleted it from every other associated actor even though it wasn't the same... i think thats the best thing to do ... just take a break and relax... did you back up the GS project file? if so give that a shot.
Ok after taking some time to relax from the major data lost , i recovered all of it , and i can continue working on the project. I also started backing up the Table content with the "export csv" function , so every time i make changes in the table , i save the project and i save the 'csv' Table as well , just in case things will go south again , i can import the table from the back up , i highly recommend doing this in your project if you use tables !
I need to pick up 2 names for my heroes ! so i have those few options : Edwin Baldric Fabian Hamond Lawrence Theobald Wimarc
Help me pick up 2, or maybe even give more suggestions !
I haven't touched the project for a few days now cause i was sick and "constrained" to bed.. but all good now so i can continue Today i made some performance tests , and boy I'm glad i did ! , see , as the development progress the project gets bigger and bigger , everyday more animations dropped in , new actors are made and the scenes are exploding with actors . Now all this doesn't bothers you as a developer , UNTIL ! it hurts performance , now i saw that fps are dropping each and every day (down to 45 fps in *resting* mode) , so today i decided to dedicate a few hours to find where can i gain some fps back The process is fairly simple , you make a copy of your project and sacrifice it for the test ,now you start deleting actors , commenting out rules and stuff to see what cause the biggest fps drop , and how can it be improved . After searching and searching , i found that Replicate is what causing this! , now I wasn't so surprised cause i knew that replicate is causing fps drop in GS engine , but i didn't imagine it was so severe... once i comment replicate out , fps jumped to 61 ! my extremely heavy game is running on 61fps (in resting mode) !
Roy, what did you use replicate so often for? Good question , glad you asked it .. See , tiles are broken , i want to tile trees/rocks/fences to build the world map , and instead of getting result A i get result B :
Thats why i used replicate , but when used massively , it started killing my game , i must use tiles , but i want my game to be in retina res , and tiles are broken in retina res.. i contacted GS for a fix and still waiting for an answer , Tiling is a KEY FEATURE when building a game , this feature is broken for a long time now , GS , please fix it and give us Tiles !
Going back to my game , ill have some new shots for you guys later on ..
@beefy Yeah i think ill use Edwin and Baldric , also i need a good name for the princess , ill try search online for some good names ..
As promised , here is another sneak peak This is from Stage 6 , its one of the in-games puzzles, in the game there are 2 types of puzzles , those that directs you to a new-indipendent scene where you solve the puzzle with your fingers , and the in-games puzzles , where you need to control the heroes and guid them to solve the puzzle , Unlike the "scene independent puzzles" , in-game puzzles MUST be solved in order to continue the journey , and the "scene independent puzzles" don't , the user can have a choose either to solve those puzzles and gain the password to give to the gate kipper , or he can skip the puzzle and bribe (with coins) his way through ..
This is excellent! I always like this type of game. probably you are the one who is making this type of game by using GS. How long to take you to finish the rest?
Obviously as your game progresses you will always be optimising. If its a while off yet, bare in mind that GS will be dropping Lua and getting the 10x performance increase. I just don't want to see you sacrifice lots out if you're a while off yet. Still you're at 61 fps without replicate so you seem to be optimising well
@p-o-m when you get time hit me up on Skype as I wanted to ask you about replicate behavior. I'm interested in using that in my runner and have never used it.
@Clock Thanks mate Finish the rest will take very long , i believe at least 2-3 more months , my biggest waiting is for the drop of Lua , cutting loading times x10 sounds perfect for this! I don't want to make mistakes on this one , i decided to work on it as much as needed as long as it comes out "perfect" .
@beefy Yeah sure , i optimize as i go , its an automated process after years of using GS , but its kinda shocking when you realize that its not the heavy ruled "movable" actors that brings performance down , its not the major animations , its not the big sound files in the background or the huge scene...no , its not.. its just a single behavior , just 1 ! REPLICARTE , that takes up to 20fps bottom line , we need Tiles to support retina , games are made with tiles , period . And thanks for the care , means a lot , i will not sacrifice anything in this project , even if it means i need to wait for the Lua drop another month after the project is done , so be it , too much money and time has already been put into this , no time for compromise now
@P-O-M your cool unnamed spell where the purple things go out should be called someting like a mythical creature like thing. Something that makes it sound 'amazing' like "Ragirku" or "Rokiru" That type of name always sounds cool for that type of stlye
@ozboybrian Very curious about the comment you removed if you have critiques to give , please do , i promise I'm not gonna get offended !
@etzer Yes great idea , I'm still looking for the right name for that one! but sure it should be something mythical , its the strongest spell in the game after all
@All The game has came a long way since my last update.. I had a few days with an enormous lack of motivation on this project because of the lack of retina tiles that makes me use the "replicate" behavior which causes a major drop to fps (SOUS CHEFS , please put pressure on GS to fix this!) , and also due to the lack of storyline , i had a beginning , the first part of the middle , even an end , but something was missing ...! I'm happy to announce that after days of staring at the ceiling, and exploring RPG games , i had my inspiration.. and the storyline is now complete ! At the moment I'm quite happy with it , the plot is not too hardcore and not too lite , its somewhere in the middle , and i like it Also i can tell you the end is EPIC !!
i made another peak for those of you who follow my progress.. This is a part of stage 6 , although by now the player can( and need) to upgrade the heroes with new weapons and magic powers , i will not show you them , cause i want to save some surprises ! (again..don't forget what you see is a work in progress)
My main focus now is about finishing the story , the animations and the in game puzzles , so I'm not concerning myself with texts conversations (what you see are just drafts) and layer problems , i hold those stuff to a further stage of the development ..
EDIT: ALL of the text conversations will be corrected towards the end , all the grammar issues and typos.. Thank you all for your concerns about it , it means a lot to me !!
Roy. Sorry mate I forget what it was. I'm pretty open with criticism as you found out your youtube video lol. I was probably just lurking and commented by mistake or felt it was a pointless comment
Edit - coming together nicely mate. I would like to see it playing along some sound effects. I think you already pointed it out, but just incase, the grammar needs a little work I also think the Yellow haired warrior should be able to collect the coins. That would also avoid any item layering issues
@P-O-M Roy, This thing is gonna be a hit!, It just looks great! Oh btw... My only criticism is.. I know its only a prototype but watch capital letters and grammar!
@ozboybrian Ill be dealing with the sound effects towards the end , i have most of the sounds , i just need to apply them to the actors ,although there are A LOT of sounds, i believe it will take no more than a day of work .. GS is very easy when it comes to applying sounds to actors. Also "Edwin" ( the Yellow haired warrior) is capable of collecting coins , not sure why those coins didn't collected by him , i will look into it ! thanks for the heads up.
@All Again, thank you thank you thank you all for your comments and suggestions, i can't even describe how much motivating it is !
Here is another peak to the game , this one is from the cave stage , its a big cave system with many obstacles , puzzles and enemies , where you need to find the SPOILER in order to SPOILER so then you can SPOILER the SPOILER .
I can't tell you anything can i ..
Finally i finished the whole cave stage today and i can carry on to the next stage that takes place on SPOILER (i had to do it just once more )
For the hero names, shouldn't that be something the player types in when they start a new game?
Make sure you don't make the bosses too hard. I got Secret of Mana on iphone. And I got stuck on what seems to be an impossible boss. (That stupid damn dog). I was thinking... 'how the hell did I beat this game when I was 12?' I guess I had more spare time back then.
this game is looking sharp Roy, if it has the polish of spin the nut and your other games i think you got a winner... i cant wait for this to tell you the truth! ... i just hope you make a engaging story to go with it!
@HoneyTribeStudios I haven't decided about this yet , and its a bit problematic at the moment , see , if i want to give the player the option to type his own name, that means i need to store this name into a Game.TextAttribute , now, all my text conversations are managed through one single table , and unfortunately for now we cant access attributes within a table cell , so that means that i can't display the name the player stored in the text conversations .. So basically its up to GS and what capabilities they will bring to Tables in future updates .
About the bosses , i don't think they are too hard , what do you say that once i finish the game , you'll beta test it , and tell me if they are too hard for ya ?
@Clock First , thanks for the compliment about the graphics . Second , I'm in a daily fight with performance , but not because of the graphics , its because of the heavy ruled actors , and the big number of "landscape" actors in the game , apparently GS can't handle a large number of actors in the scene even if they are NON movable and has no rules in them , they cause a MAJOR fps drop , I just hope the drop of LUA will make a significant change to FPS and not only to loading times . As for the moment , the game is not supporting 3gs ,and not because of RAM usage , but because of fps.. the earliest generation is iPhone/ipod 4, the A4 chips can handle the game. Oh and by the way , the 4S and the iPad 2 are so powerful , the game runs on them with a smooth 60 fps , so basically I'm fighting performance for the iPhone 4 .
@SAZ I think the story is pretty 'engaging' , sure I'm not a book writer , but i hope you'll like it !
@P-O-M Ah ok. Well it's not a huge deal to have a preset name for now. But yeah when the writable tables update comes hopefully that will have access to attributes inside cells too. Yeah, sure I can beta test for you.
With my updates I've been reducing the difficulty each time as I've realised that whatever I think is right for me will be too hard for the majority of players. But going forward I think I'll introduce a dynamic difficulty so the game reacts to the player. I think having 'easy' 'medium' and 'hard' options is too old fashioned. So having a system that automatically balances challenge but keeps people trying without frustrating them is better.
Comments
2nd .. Don't feel bad, i never played Zelda either.
3rd ... What? Seriously you've lost it all? Did you not make a copy of the copy, which is a copy or the copy?
The table is there even the names of the rows are there but the values are gone !!
the table have 400 rows !!
Its just one day of work to recover it (which is very sucks) but what if it will happen again? i think its a bug otherwise how can it be ?!
Oh my , i think ill leave this project for today before i break my macbook , and focus on the release of the update for STN 8-|
Oh and by the way thank you beefy , means a lot to me mate.
Roy.
I also started backing up the Table content with the "export csv" function , so every time i make changes in the table , i save the project and i save the 'csv' Table as well , just in case things will go south again , i can import the table from the back up , i highly recommend doing this in your project if you use tables !
I need to pick up 2 names for my heroes ! so i have those few options :
Edwin
Baldric
Fabian
Hamond
Lawrence
Theobald
Wimarc
Help me pick up 2, or maybe even give more suggestions !
Roy.
I like Edwin and Baldric
Today i made some performance tests , and boy I'm glad i did ! , see , as the development progress the project gets bigger and bigger , everyday more animations dropped in , new actors are made and the scenes are exploding with actors .
Now all this doesn't bothers you as a developer , UNTIL ! it hurts performance , now i saw that fps are dropping each and every day (down to 45 fps in *resting* mode) , so today i decided to dedicate a few hours to find where can i gain some fps back
The process is fairly simple , you make a copy of your project and sacrifice it for the test ,now you start deleting actors , commenting out rules and stuff to see what cause the biggest fps drop , and how can it be improved .
After searching and searching , i found that Replicate is what causing this! , now I wasn't so surprised cause i knew that replicate is causing fps drop in GS engine , but i didn't imagine it was so severe... once i comment replicate out , fps jumped to 61 ! my extremely heavy game is running on 61fps (in resting mode) !
Roy, what did you use replicate so often for?
Good question , glad you asked it .. See , tiles are broken , i want to tile trees/rocks/fences to build the world map , and instead of getting result A i get result B :
Thats why i used replicate , but when used massively , it started killing my game , i must use tiles , but i want my game to be in retina res , and tiles are broken in retina res.. i contacted GS for a fix and still waiting for an answer ,
Tiling is a KEY FEATURE when building a game , this feature is broken for a long time now , GS , please fix it and give us Tiles !
Going back to my game , ill have some new shots for you guys later on ..
@beefy
Yeah i think ill use Edwin and Baldric , also i need a good name for the princess , ill try search online for some good names ..
Cheers
Roy.
This is from Stage 6 , its one of the in-games puzzles, in the game there are 2 types of puzzles , those that directs you to a new-indipendent scene where you solve the puzzle with your fingers , and the in-games puzzles , where you need to control the heroes and guid them to solve the puzzle ,
Unlike the "scene independent puzzles" , in-game puzzles MUST be solved in order to continue the journey , and the "scene independent puzzles" don't , the user can have a choose either to solve those puzzles and gain the password to give to the gate kipper , or he can skip the puzzle and bribe (with coins) his way through ..
Till next time
P.S
Still no word from GS about the Tiles issue .
Roy.
Guru Video Channel | Lost Oasis Games | FRYING BACON STUDIOS
Thanks mate
Finish the rest will take very long , i believe at least 2-3 more months , my biggest waiting is for the drop of Lua , cutting loading times x10 sounds perfect for this!
I don't want to make mistakes on this one , i decided to work on it as much as needed as long as it comes out "perfect" .
@beefy
Yeah sure , i optimize as i go , its an automated process after years of using GS , but its kinda shocking when you realize that its not the heavy ruled "movable" actors that brings performance down , its not the major animations , its not the big sound files in the background or the huge scene...no , its not.. its just a single behavior , just 1 !
REPLICARTE , that takes up to 20fps bottom line , we need Tiles to support retina , games are made with tiles , period .
And thanks for the care , means a lot , i will not sacrifice anything in this project , even if it means i need to wait for the Lua drop another month after the project is done , so be it , too much money and time has already been put into this , no time for compromise now
@FBS , sure mate , add me up "roy.sadaka"
Roy.
Guru Video Channel | Lost Oasis Games | FRYING BACON STUDIOS
Very curious about the comment you removed if you have critiques to give , please do , i promise I'm not gonna get offended !
@etzer
Yes great idea , I'm still looking for the right name for that one! but sure it should be something mythical , its the strongest spell in the game after all
@All
The game has came a long way since my last update..
I had a few days with an enormous lack of motivation on this project because of the lack of retina tiles that makes me use the "replicate" behavior which causes a major drop to fps (SOUS CHEFS , please put pressure on GS to fix this!) , and also due to the lack of storyline , i had a beginning , the first part of the middle , even an end , but something was missing ...!
I'm happy to announce that after days of staring at the ceiling, and exploring RPG games , i had my inspiration.. and the storyline is now complete !
At the moment I'm quite happy with it , the plot is not too hardcore and not too lite , its somewhere in the middle , and i like it
Also i can tell you the end is EPIC !!
i made another peak for those of you who follow my progress..
This is a part of stage 6 , although by now the player can( and need) to upgrade the heroes with new weapons and magic powers , i will not show you them , cause i want to save some surprises ! (again..don't forget what you see is a work in progress)
My main focus now is about finishing the story , the animations and the in game puzzles , so I'm not concerning myself with texts conversations (what you see are just drafts) and layer problems , i hold those stuff to a further stage of the development ..
EDIT:
ALL of the text conversations will be corrected towards the end , all the grammar issues and typos..
Thank you all for your concerns about it , it means a lot to me !!
Roy.
I was probably just lurking and commented by mistake or felt it was a pointless comment
Edit - coming together nicely mate. I would like to see it playing along some sound effects.
I think you already pointed it out, but just incase, the grammar needs a little work
I also think the Yellow haired warrior should be able to collect the coins. That would also avoid any item layering issues
Keep at it!
Roy, This thing is gonna be a hit!, It just looks great!
Oh btw... My only criticism is.. I know its only a prototype but watch capital letters and grammar!
Read the edit!
Follow Eating My Hat on Facebook and the Blog
Check out my templates in the GS Marketplace or at the store
Thanks... That wasn't there when I posted that!
Ill be dealing with the sound effects towards the end , i have most of the sounds , i just need to apply them to the actors ,although there are A LOT of sounds, i believe it will take no more than a day of work .. GS is very easy when it comes to applying sounds to actors.
Also "Edwin" ( the Yellow haired warrior) is capable of collecting coins , not sure why those coins didn't collected by him , i will look into it ! thanks for the heads up.
@All
Again, thank you thank you thank you all for your comments and suggestions, i can't even describe how much motivating it is !
Here is another peak to the game , this one is from the cave stage , its a big cave system with many obstacles , puzzles and enemies , where you need to find the SPOILER in order to SPOILER so then you can SPOILER the SPOILER .
I can't tell you anything can i ..
Finally i finished the whole cave stage today and i can carry on to the next stage that takes place on SPOILER (i had to do it just once more )
More to come soon..
Roy.
Make sure you don't make the bosses too hard. I got Secret of Mana on iphone. And I got stuck on what seems to be an impossible boss. (That stupid damn dog). I was thinking... 'how the hell did I beat this game when I was 12?' I guess I had more spare time back then.
I haven't decided about this yet , and its a bit problematic at the moment , see , if i want to give the player the option to type his own name, that means i need to store this name into a Game.TextAttribute , now, all my text conversations are managed through one single table , and unfortunately for now we cant access attributes within a table cell , so that means that i can't display the name the player stored in the text conversations ..
So basically its up to GS and what capabilities they will bring to Tables in future updates .
About the bosses , i don't think they are too hard , what do you say that once i finish the game , you'll beta test it , and tell me if they are too hard for ya ?
@Clock
First , thanks for the compliment about the graphics .
Second , I'm in a daily fight with performance , but not because of the graphics , its because of the heavy ruled actors , and the big number of "landscape" actors in the game , apparently GS can't handle a large number of actors in the scene even if they are NON movable and has no rules in them , they cause a MAJOR fps drop , I just hope the drop of LUA will make a significant change to FPS and not only to loading times .
As for the moment , the game is not supporting 3gs ,and not because of RAM usage , but because of fps.. the earliest generation is iPhone/ipod 4, the A4 chips can handle the game.
Oh and by the way , the 4S and the iPad 2 are so powerful , the game runs on them with a smooth 60 fps , so basically I'm fighting performance for the iPhone 4 .
@SAZ
I think the story is pretty 'engaging' , sure I'm not a book writer , but i hope you'll like it !
Roy.
With my updates I've been reducing the difficulty each time as I've realised that whatever I think is right for me will be too hard for the majority of players. But going forward I think I'll introduce a dynamic difficulty so the game reacts to the player. I think having 'easy' 'medium' and 'hard' options is too old fashioned. So having a system that automatically balances challenge but keeps people trying without frustrating them is better.