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Author Topic: GML Contest #1 - DJvenom's Breaking le Tower  (Read 5916 times)

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DJvenom

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GML Contest #1 - DJvenom's Breaking le Tower
« on: January 16, 2011, 06:51:33 am »
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Breaking le Tower
Download: http://www.for-shiz.com/BLT... mmmmmm...

Controls:

R to reset your map on title screen. Shift+R to reset in-game.
Shift+click to plant a tree!

Couldn't get anywhere near where I wanted the game to be due to work. Still intent on finishing it though!
« Last Edit: January 16, 2011, 07:07:47 am by DJvenom »
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Re: GML Contest #1 - DJvenom's Breaking le Tower
« Reply #1 on: January 16, 2011, 08:14:23 am »
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Too bad you're using the draw_sprite command in your game.
It does look impressive though. Nice work.
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DJvenom

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Re: GML Contest #1 - DJvenom's Breaking le Tower
« Reply #2 on: January 16, 2011, 08:30:22 am »
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sprite_create_from_screen and all sprite creation functions utilized in-game are welcome :)
drew the sprites via draw_point onto a surface, and created the sprites from the surface ;) I am pretty ashamed I had to do that still. Using draw functions, the game started dropping significant FPS after ~125 trees :( Now that I'm unbarred as to what I can do, this game is going to take off :D
« Last Edit: January 16, 2011, 08:41:56 am by DJvenom »
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Re: GML Contest #1 - DJvenom's Breaking le Tower
« Reply #3 on: January 16, 2011, 12:10:34 pm »
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Interesting...I don't get the point of this game.  I sat there pushing some keys and clicking the mouse.  Other than rotating the island and planting trees(even in the sea I might add), I never got it to do anything else.
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DJvenom

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Re: GML Contest #1 - DJvenom's Breaking le Tower
« Reply #4 on: January 16, 2011, 12:26:28 pm »
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It's still an incredibly unfinished game :( I had to teach myself how sine/cosine worked to even get the island to display how I wanted it to, let alone being able to add/remove items in that environment ;P Then the whole no sprites thing hindered development even further :(
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FwiggyG

Re: GML Contest #1 - DJvenom's Breaking le Tower
« Reply #5 on: January 16, 2011, 05:41:15 pm »
Unfinished, but if it weren't for your failed contest attempt, you may have never started this game!
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Re: GML Contest #1 - DJvenom's Breaking le Tower
« Reply #6 on: January 18, 2011, 12:24:28 pm »
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Yep, that's a nice little 3D island.  :)
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DJvenom

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Re: GML Contest #1 - DJvenom's Breaking le Tower
« Reply #7 on: January 19, 2011, 06:41:26 am »
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game since contest ended. Added mobs! They currently perform tasks based on very poor AI. If a mason exists, they'll haphazardly gather stone based on how close they are to it. Also, the rally point now acts as an explorable radius :) If the mobs are more than 130 pixels away from it, they turn around.
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Xiphirx

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Re: GML Contest #1 - DJvenom's Breaking le Tower
« Reply #8 on: January 19, 2011, 07:55:37 pm »
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I see that noclip hax DJ. How can a tree be in the side of a house? ;)

Looks really cool so far.
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DJvenom

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Re: GML Contest #1 - DJvenom's Breaking le Tower
« Reply #9 on: January 19, 2011, 09:19:50 pm »
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I've been caught!!!! lol! Yeah, I haven't added houses deforesting around themselves yet :p
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Re: GML Contest #1 - DJvenom's Breaking le Tower
« Reply #10 on: January 19, 2011, 10:05:30 pm »
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That's looking badass DJ. It looks much more interesting. I want to play that version meng. Hopefully in the new version, you changed the rendering into something more optimized. Because even simple rotating ran very slow for me. :'(
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DJvenom

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Re: GML Contest #1 - DJvenom's Breaking le Tower
« Reply #11 on: January 20, 2011, 01:18:55 am »
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Hmmm... I didn't think the rendering system was that bad. I wish draw events could adhere to the depth variable, because each island is comprised of 5 objects, when it easily coulda just been 1 :P like

depth=4
draw_circle
depth=3
draw_circle
depth=2
draw_circle
depth=1
draw_circle

would be nice.

I could try to find a way to optimize it, but I'm really not sure how to :(
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Re: GML Contest #1 - DJvenom's Breaking le Tower
« Reply #12 on: January 20, 2011, 04:48:26 am »
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I looked over your code, and your not really doing anything intensive, so it would seem. From my experience, GM seems optimized at drawing sprites, so for giggles I swapped your draw_ellipse() lines with draw_sprite(). The increase in frame rate was immediate. However, how you could apply this knowledge is beyond me. Also, maybe my laptop hardware responds to drawing primitives differently from others. *shrugs* I added an attachment to show the results of the fps.
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DJvenom

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Re: GML Contest #1 - DJvenom's Breaking le Tower
« Reply #13 on: January 20, 2011, 05:15:08 am »
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Actually came up with a way for drawing islands via 1 object *well technically 5, that display a primitive (or sprite!?) over each islet :3

Total copypasta from the manual too!

Code: [Select]
for (i=0; i<instance_count; i+=1)
  {
    iii = instance_id[i];
    if (instance_exists(iii))
      if (iii.object_index == obj_isle_piece)
      {
        draw_sprite(spr_rally,-1,iii.false_x,iii.false_y)
      }
}
So now each islet is comprised of 1 object and then there are 5 master objects which display circles over every islet. For sexier graphics, I may just use stretched sprites over the islands :P

Edit:
Odd... I'm getting severe frame rate issues using sprites. Maybe I'll make it bounce from one to the other based on frame rates for the first few seconds, then decide which one's more effective, and stick to it.

Retard edit 2:
I was drawing sprites AND primitives... HURP HURP HURP!!!!

Edit 3:

Comparing sprites and primitives! Sprites are clearly superior :)
« Last Edit: January 20, 2011, 05:51:10 am by DJvenom »
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Re: GML Contest #1 - DJvenom's Breaking le Tower
« Reply #14 on: January 20, 2011, 06:03:48 am »
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Looking awesome DJ. Sprites definitely seem better.

Retard edit 2:
I was drawing sprites AND primitives... HURP HURP HURP!!!!
Would you like a derp with that :P?
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Re: GML Contest #1 - DJvenom's Breaking le Tower
« Reply #15 on: January 20, 2011, 10:28:44 am »
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Excellent.
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DJvenom

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Re: GML Contest #1 - DJvenom's Breaking le Tower
« Reply #16 on: January 20, 2011, 10:41:17 am »
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Enter now switches render modes :) Also an error shows up on the bottom when you drop below 30 FPS, letting you know ENTER will switch modes and possibly up your FPS :3!
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FwiggyG

Re: GML Contest #1 - DJvenom's Breaking le Tower
« Reply #17 on: January 28, 2011, 04:45:48 am »
Does GM's primitive drawing functions use a decent Anti-Aliasing technique?  If there were a way to control that level, that could help users change settings to adjust for FPS.  Even load a test when the game loads that says it is adjusting graphical settings to best suit your hardware and have it render some stuff with a black rectangle drawn on top of it to hide the rendering.  Then decrease certain quality settings until a reasonable FPS is obtained.
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DJvenom

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Re: GML Contest #1 - DJvenom's Breaking le Tower
« Reply #18 on: January 28, 2011, 02:44:21 pm »
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GM's primitive drawing uses no anti aliasing ;X
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