Author Topic: Starblaze(Abandoned) - a C# + OpenGL PC Game  (Read 66178 times)

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Offline XiiDraco

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Re: Starblaze -A PlayStation Mobile Game
« Reply #15 on: May 31, 2013, 01:53:29 am »
Ok, so I put in some audio that I made myself (not finished)   ;D. I also noticed that on the vita it runs at 15 FPS with like max particle on the screen at a time. Getting slightly sketchy, but still looks pretty smooth for some reason.

This video is 64 FPS or so on my comp. It's also running a bit fast...

Offline DJ Omnimaga

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Re: Starblaze -A PlayStation Mobile Game
« Reply #16 on: June 07, 2013, 10:39:26 pm »
Seems good to me. I was asking about my phone though since it's very low end, but again I don't use it much for gaming since it has limited memory.

But yeah the game is interesting so far. I'm hoping it gets finished :)

Offline XiiDraco

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Re: Starblaze -A PlayStation Mobile Game
« Reply #17 on: June 10, 2013, 03:52:28 am »
Summer for me in just 3 days (2 actually, its 12:00)! As soon as summer is out, I will work nonstop on this for about 4 weeks. I'm really hoping to release it, this summer! I've been working on the RTS elements of the game, and so far it's coming along great! I'm also gonna figure out the FPS lag issues. (I have a feeling I can save a ton just by not rendering the background when it isn't on the screen. My bad...)

Offline DJ Omnimaga

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Re: Starblaze -A PlayStation Mobile Game
« Reply #18 on: June 10, 2013, 06:41:42 pm »
By the way, since it's an RTS, will there be multiple kind of strategies like in Starcraft, such as rushing, macro play, some defense elements and plenty of unit weaknesses/strong points?

Also yeah you might want to avoid rendering anything that's off screen. That can be pretty bad x.x

Offline XiiDraco

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Re: Starblaze -A PlayStation Mobile Game
« Reply #19 on: June 11, 2013, 03:03:34 am »
Tactics wise, I believe it's all about balancing how things work, but I will try to implement it (orbital turrets maybe?) (with hopefully no baised work). I am also thinking about what resources are in the game. When I thought of resources I thought of games like Age of Empires and Age of Mythology. They have like 4-5 different resource types, and frankly is fun, but annoying. I was then thinking of starcraft and how you get resources in that game. I found it simple yet different. I don't really know what I'm going to do with it right now, except I do know after i get movement for separate units I will put in a minimap so you can see a bit easier... I am also going to put in Randomly generated space debris/blackhole/stars/asteroids/etc.

I also solved the problem for choppy framerate. Turns out the text I was drawing to the screen was taking the FPS down by a whole 40 frames! INSANE. Luckily I don't need that and probably won't have it later. If I do need it, I will make it less resource intensive...

So, to answer earlier questions, yes DJ, it will run GREAT on your {list device name here}. Most likely over 45 FPS (atm).
« Last Edit: June 11, 2013, 03:05:13 am by XiiR3CR34T10N »

Offline DJ Omnimaga

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Re: Starblaze -A PlayStation Mobile Game
« Reply #20 on: June 11, 2013, 04:28:25 am »
Thanks for the info. Seems good :) As for the slow text, do you use built-in routines? I remember on TI calcs text was much slower than sprites because of how badly TI implemented it. Didn't realize anyone else than TI and Casio could screw something like that up :P

But I guess text was not designed to be display 45 times a second anyway :P

Offline XiiDraco

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Re: Starblaze -A PlayStation Mobile Game
« Reply #21 on: June 12, 2013, 02:45:08 am »
Yes, It is built in, and it apparently sucks. >_<

Offline DJ Omnimaga

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Re: Starblaze -A PlayStation Mobile Game
« Reply #22 on: June 13, 2013, 11:39:22 pm »
Yeah, that's what I thought. Pretty much like with TI. I guess built-in routines are usually like that for many hardware, although text is probably worse for the reason I stated above.

Offline XiiDraco

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Re: Starblaze -A PlayStation Mobile Game
« Reply #23 on: June 15, 2013, 03:39:55 am »
:D:D:D:D:D
I finally got the movement done for the ships. :D
I some how made some sort of error, but it works great now. Yes, the ship is moving VERY fast back and forth between two points because it is over correcting itself, I will fix that later... For now it works! :D (It's starting to look like and RTS :) )


Heres the vid:


Please excuse me for my overabundant use of ":D", I'm rather excited to get this work.
« Last Edit: June 15, 2013, 03:40:58 am by XiiR3CR34T10N »

Offline pimathbrainiac

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Re: Starblaze -A PlayStation Mobile Game
« Reply #24 on: June 15, 2013, 03:46:48 am »
I wish I had a PS Vita now. Just to play your homebrew. Good job.
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Offline Streetwalrus

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Re: Starblaze -A PlayStation Mobile Game
« Reply #25 on: June 15, 2013, 04:13:30 am »
Just one word : epic. O.O

Offline XiiDraco

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Re: Starblaze -A PlayStation Mobile Game
« Reply #26 on: June 17, 2013, 04:32:33 am »
I wish I had a PS Vita now. Just to play your homebrew. Good job.

Thanks! :) IT's stuff like that that give me the inspiration to create games!
I don't mean to be like cocky or anything, but it's actually not a homebrew, it is a legitimate game that I can eventually sell on the PlayStation market, which is (In my opinion) REALLY COOL! :D
PlayStation has been taking big steps for the indie development part of their network.  ;D

Just a little bit after this video I actually added a waypoint for the ship, fixed buggy movement completely, and added a menu for the ships movement.
Next I'm going to add in multiple ship support. So, I'll keep y'all posted.
« Last Edit: June 17, 2013, 04:37:09 am by XiiR3CR34T10N »

Offline DJ Omnimaga

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Re: Starblaze -A PlayStation Mobile Game
« Reply #27 on: June 17, 2013, 05:23:36 pm »
Very nice. Is the game tilemap-based, by the way?

Offline XiiDraco

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Re: Starblaze -A PlayStation Mobile Game
« Reply #28 on: June 17, 2013, 08:18:28 pm »
Tilemap... Um, like when you have an array that has an X and Yfor for each tile? Or um, I've heard of tilemap before but can't quite place it to a definition. Could you explain?

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Re: Starblaze -A PlayStation Mobile Game
« Reply #29 on: June 17, 2013, 09:37:33 pm »
« Last Edit: June 17, 2013, 09:41:38 pm by DJ Omnimaga »