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 1 
 on: Yesterday at 07:59:09 pm 
Started by Monster World RPG - Last post by RetroRespecter
Thank you for bringing the spirit of Wonder Boy alive.

 2 
 on: Yesterday at 07:57:41 pm 
Started by Antidote - Last post by RetroRespecter
Wow! You're treading water with this one. What's to stop Nintendo from issuing a C&D against you?

 3 
 on: August 13, 2018, 07:42:40 pm 
Started by Martijn dh - Last post by RetroRespecter
I'm glad to see those who actually look back and take care of earlier problems before releasing something to the public.

 4 
 on: August 12, 2018, 07:52:33 pm 
Started by Martijn dh - Last post by Martijn dh
Weekly update:
Sorry, but no demo this week either. The more I test the more I find to fix or tweak. So the current state is that there are still about 6 issues on my list that are noticable to game-breaking (and about 20 that are minor to nitpicky).

What I did manage to do was improve the overall performance so that framedrops seem relegated to the largest / most heavily populated area's. (It's somehow quite fun to slowly chip away at such a large problem, learning as I go).

Progress made:
Code: [Select]
0.20.08 (6 augustus 2018)
* Desert: Fixed tiling issue door upper left of main plaza
* Improved performance of containers, shadows and various enemy movement scripts

0.20.09 (7 augustus 2018)
* Mansion: Secret treasure now contains the blue tunic
* Slightly improved performance warp draw event
* Mansion: Fixed masking issue in shed
* Fixed tunic colors not drawing correctly during warp animations

0.20.10 (8 augustus 2018)
* Mansion: Updated masking issue in diner
* Combined most HUD surfaces for a little better performance

0.20.11 (11 augustus 2018)
* Textures now increased form 2k to 4k (aka 64 MB)
* Combined more surfaces in HUD
* Optimized more tilesets so the game now runs on a single texture
* Small optimization to enemy draw scripting
* Made wall crash destruction more lenient, in how it's detected, yet again
* Fixed visuals while stationary in deep water with upgraded tunic
* Fixed issue in shock animations

0.20.12 (12 augustus 2018)
* Slight improvement to enemy AI + drawing performance
* Big performance boost to context button text detection
* Tweaked tiling and object placement in Mansion Shed
* Tweaked character collisions for performance
* Fixed issue where you can continuously crash into a bookcase to move a key endlessly
* Fixed a few more masking oversights
* Fixed visual oversight in item menu
* Tweaked fairy masking to make it less likely they get stuck in walls etc

 5 
 on: August 06, 2018, 07:18:52 am 
Started by Martijn dh - Last post by Rayo
Thank you for posting this! There were some things in my game I don't have optimized yet which were mentioned in this tutorial. The other tutorials of this youtuber look good as well. I will watch those too.

I use GMS1 but I think the difference to GMS2 is not that much.

 6 
 on: August 05, 2018, 04:12:43 pm 
Started by Martijn dh - Last post by Martijn dh
Hi guys. So I was aiming to release this next demo asap but because I had more free time then usual I decided to first do a full playthrough as extra testing. Well... I got reminded of the scope of this game. Without testers some area's haven't been properly played in years and thus I found more bugs then I'd dare to admit.

So, basically I'll be taking more time to polish things up.

Also, performance at places has somehow become a slight issue on my machine (=some dips between 58 and 60 fps). I've implemented a series of improvements, but I doesn't seem to fix much as it's the black box GML engine that already takes up at least 86% of the resources. If anybody want to help test the fps on different machines, please let me know.

Progress made:
Code: [Select]
0.20.06 (4 augustus 2018)
* Overworld: Removed some usages of draw_rectangle to boost performance a little
* Debug area: Fixed memory leak during some room transitions
* Starting screen: Removed all draw_line() functions for performance
* Gameselect: Fixed memory leak with obj_Character surfaces not getting flushed
* Further optimized HUD drawing
* Combined effects from getting bows and/or arrows
* Combined code, that turns some of the objects outside of view, into one
* Massively rewrote the terrain collision scripting

0.20.07 (5 augustus 2018)
* Fixed sporadic error when cutting multiple bushes
* Fixed error when shooting enemy with arrow
* Improved performance collisions woth character projectiles
* Arrows now also ignore holes in the ground below bushes
* Fixed some issues with exiting water
* The collision masking when running into breakable walls/stone piles is now more forgiving
* Breakable blocks can now also be destroyed by running into it
* Further improved efficiency enemy movement scripting
* Tree drawing performance further improved
* Mansion: Fixed master chest being inaccessable
* Mansion: Fixed small shed tiling issue
* Mansion: Tweaked dinning room tiling
* Desert: Tweaked chest placement in secundairy entrance to make it harder for people to miss the actual entrance
* Desert: Fixed tiling issue on F3

 7 
 on: August 03, 2018, 05:22:55 pm 
Started by Martijn dh - Last post by Martijn dh
Came across a video people on here might like:
https://www.youtube.com/watch?v=GlK5zM0xEpo

 8 
 on: August 03, 2018, 05:16:16 pm 
Started by Martijn dh - Last post by Martijn dh
Yes, I'm using GM:Studio2. Basically it's nice software and an improvement over GM:Studio1. If you're a serieus user that spends time optimizing games and such then I would recommend it. Just be mindfull that it comes with a few quirks:
- It contains annoying DRM where you have to log in (=2-step) every so often. On several occassions I've had to wait hours/a day for the software to recognize a reset password.
- The move from 1 to 2 might require you to up some of your coding habits (like declaring arguments before use in scripts). It'll make you a better coder through, just expect some time investment there.
- The software is constantly being improved which means every 6 months or so might find that you'll have to perform (minor) updates/optimization to previously functioning code.

As for my issue earlier today: I found more people having issues with this latest update so I ended up going back to an earlier version.

 9 
 on: August 03, 2018, 04:29:44 pm 
Started by Martijn dh - Last post by Broojo02
Are you using Game Maker Studio 2 now? I got the first one for a great price so don't really feel like dropping more money on a new version.

 10 
 on: August 03, 2018, 12:32:33 pm 
Started by Martijn dh - Last post by Martijn dh
Go figure: I just finished the second to last issue I found and now my fps tanks to 45 (from 58-60) due to the latest GM:Studio update. Go figure ::) I really hate these newer GameMaker versions sometimes.

Anyway, I'll need some more days to fix stuff. I don't suppose any of you have tips to keep the Gamemaker Finish_Frame engine processing value of games in check?

Progress report:
Code: [Select]
0.19.71 (9 juli 2018)
* Fixed character shadow turning blue when walking over over while on a bridge
* Tweaked some doors after more playtesting

0.19.72 (21 juli 2018)
* Fixed a few minor depth issues
* Finally finished final Florine scene in Underwater Prison

0.19.73 (26 juli 2018)
* Fixed case of dissappearing staircase during water raising
* Populated the dungeon with all remaining containers

0.19.74 (27 juli 2018)
* Fixed some small depth issues
* Populated the dungeon with last enemies

0.20.00 (29 juli 2018)
* Finished area around the last of the cells
* Made it possible to collect arrows from chests without a bow
* Fixed blob spawning + added additional spawn state
* Tweaked some more small tweak to the dungeon
* Added extra state to default stalfos so they can now also fall from above
* Fixed issue with Stalfos getting stuck in cell doors

==================================================

0.20.02 (30 juli 2018)
* Intro cave: Removed unfinished Murray Boss fight
* Intro cave: Flipper item replace by collectable bomb
* Intro cave: Removed door sound if entered from the outside
* Underwater prison: Added last missing containers
* Underwater prison: Removed map/compass pre-collected status (=was for testing; forgot to remove after)
* Underwater prison: Fixed some last tiling issues
* Underwater prison: Fixed blue blobs reacting to you while on a different floor
* Underwater prison: Blue blobs from above trigger sooner if link nearby
* Underwater prison: Tweaked a bunch of smaller stuff
* General: Reorganised how GML room data is stored (=data like bg music to play)
* Underwater prison: Fixed left door of boss not closing based on dungeon action order
* Underwater prison: Collisions with default transition terrain now only trigger if on the same depth plane
* Underwater prison: Fixed boss music not stopping after kill
* Underwater prison: Fixed end scene moving you to a placeholder location on overworld
* Underwater prison: Fixed oversight in escape puzzle once solved and returning
* Underwater prison: Fixed issue when getting flippers from main chest
* Underwater prison: Fixed some area's not getting displayed as flooded as intended

0.20.03 (31 juli 2018)
* Underwater prison: Fixed not being able to use the sword while walking on the walkway over water

0.20.04 (2 augustus 2018)
* Underwater prison: Improved performance for enemy movement
* Underwater prison: Improved performance for container drawing / detection
* Underwater prison: Improved performance further for mini-Moldorm AI when offscreen
* Underwater prison: Improved performance further for enemy sprite drawing

0.20.05 (3 augustus 2018)
* Underwater prison: Fixed some enemies getting stuck in solid action objects and terrain objects
* Overworld: Fixed tiling issue
* Sewers: Fixed tiling issue

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