Work in progress

A place for people with an interest in developing new shmups.
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DyingIsFun
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Re: Work in progress

Post by DyingIsFun »

Testing core mechanics. Art, stage design, and boss patterns are placeholder. https://www.youtube.com/watch?v=MO7TC5yvE8A
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9uile
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Re: Work in progress

Post by 9uile »

I'm jealous about your progress. :) It's really good as usual.
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heli
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Re: Work in progress

Post by heli »

Do you have fixed frames ?, or do you have variable frame speed ?
Please make 1 background for nicer movies already.
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DyingIsFun
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Re: Work in progress

Post by DyingIsFun »

heli wrote:Do you have fixed frames ?, or do you have variable frame speed ?
Variable frame rate. Everything is normalized by multiplying by `Time.deltaTime`.
pieslice
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Re: Work in progress

Post by pieslice »

DyingIsFun wrote: Variable frame rate. Everything is normalized by multiplying by `Time.deltaTime`.
You should switch to fixed step update.
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heli
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Re: Work in progress

Post by heli »

My game also have this problem, and i can not solve it.

If you can solve it to make your game fixed frame is in all aspects better,
i think you can solve it because you target fast modern multicore computers.
Theoretically it is impossible to make a good SHMUP with deltatime, i try to explain :

You want to shoot bullets each 0.1 second.
If time above, then set back to 0, or subtract 0.1 from current count.
With subtract you can have a slow frame, now the next frame fires also, you can not avoid or go between the bullets.
With set back to zero it will always be slower then the aimed 0.1.
Suppose it was 0.99999999 and then get a slow frame, you have no steady firing, more random, you hear in the pew pew sounds also.
You have to choose, both not perfect.
If you want the game to be fair, it should be fixed frame rate.

Second is processing time and clean code, it dont matters to you maybe.
You have to mutliply everything with the delta time, waste of cycles.

Third : you need accurate replay.
With delta time this is impossible, lets say impossible for me to not start any arguements from cycle-wasting-persons.

On PS4 they actually slowdown to emulate arcade chips for SHMUPS.
Your clients/players will have slowdown depending on system when done fixed frame-rate, on good sytems no slowdown.
Else with delta-time they have low framerate, just everything is done in huge steps :
now you have a collision problem, your bullets pass the hitbox, you have to use more expensive line collisions.
I chose to limit my delta time to just below 50Hz, trying to solve this problem.
Modern computers run quite stable with delta-time, still not perfect if used with delta-time.

Back in the days they pushed chips to the limits, thats what defined the gameplay, you can see it in the slowdown.
You should do the same, only all PCs are different.
Now they pushing the limits to emulate 80s chips, CAN YOU BELIEVE THAT ?
Something is wrong here, you should be doing what they did, make the best out of what is available.

I say the feel is not authentic with variable delta-time.
Maybe you say i,m stressing for nothing,
please dont take my post to heavey,
just explaining what i found out.
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heli
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Re: Work in progress

Post by heli »

Technology moves to fast, you cant develop so fast.
It would be great if there was hardware you could make your game for.
They should open the hardware to homebrew developers.
PCs are just trouble.

I want to make a portable game console, with vertical screen.
Suppose that exist and you can make games for it would be nice.
If i ever get it done it will be buildable and programmable for everybody.
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emphatic
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Re: Work in progress

Post by emphatic »

Very exciting development. In case you don't have someone working on music for this, let me know if you want some. I made the soundtrack to XenoHell, for reference: https://djemphatic.bandcamp.com/album/z ... soundtrack
Image | My games - http://www.emphatic.se | (Click) I have YEN stickers for sale
RegalSin wrote:Street Fighters. We need to aviod them when we activate time accellerator.
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DyingIsFun
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Re: Work in progress

Post by DyingIsFun »

emphatic wrote:Very exciting development. In case you don't have someone working on music for this, let me know if you want some. I made the soundtrack to XenoHell, for reference: https://djemphatic.bandcamp.com/album/z ... soundtrack
Thanks for reaching out. I'm a fan of Grybanser Fox, and the Zenohell OST is DOPE. I'll keep in touch.
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emphatic
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Re: Work in progress

Post by emphatic »

Great. I hope you'll be happy with a more normal amount of tracks, unlike Zenohell's 28 track insanity. I would prefer one track per stage and a boss theme, stage clear, pilot select, high score enter etc. More time to perfect each one.
Image | My games - http://www.emphatic.se | (Click) I have YEN stickers for sale
RegalSin wrote:Street Fighters. We need to aviod them when we activate time accellerator.
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