There seem to be some pcs running at 30FPS , and i dont know why. I have a laptop with that same GPU, I will do some tests, maybe I can find out something, but not for a few days. I don't have it with me.MaXXX wrote:Ah, mine is running consistently at 30, although it speeds up for a second or two when I pick up power ups. It also runs at a consistent 30 on the menu (According to the Steam FPS counter). Maybe it's my laptop but it can usually run 2D games fine.
If its meant to run twice at fast then I take back what I said about it being too slow!
Beekyr Reloaded : OUT TODAY!
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Re: Beekyr Reloaded : OUT TODAY!
Re: Beekyr Reloaded : OUT TODAY!
Well good luck fixing it. Judging from the trailer the game looks a lot more lively running at the proper speed.
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BulletMagnet
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Re: Beekyr Reloaded : OUT TODAY!
Decided to take the plunge on this, a few early thoughts:
- The game runs at 60 FPS on my laptop (2.4 GHz, 12 GB RAM, integrated graphics), but slows down to 30 when certain effects are onscreen (fire in the background, in particular) and when a lot of bullets and such are about (the scorpion boss's cluster shot comes to mind).
- Using a third-party 360 controller, no issues seemed to come up on that front.
- I found it a bit annoying that both enemies and powerups could sometimes float "over" obstacles and thus become unshootable/uncollectable, not sure what a fix for that might entail though. Some targets also seem difficult to kill without a bomb before scrolling off the screen, especially when "protected" by obstacles.
- I'm curious how "shot accuracy" is calculated...if it relies on how many of your bullets hit enemies versus just fly offscreen then powering up will invariably hamstring this value, since you've got more shots covering more screen area, and seldom enough enemies to be hit by them all.
- Some of the stage gimmicks are kind of neat (the dimly lit hive, etc.), I think adding more of them (assuming they don't get in the way of the main gameplay too much) would help give the game some additional personality, since aside from the insect theme it's pretty basic structurally (not a "bad" thing, but needs some additional support to avoid fading into the crowd).
- I never played the original Beekyr, though you've said you're looking to go in a less "cartoony" direction with this version; I'd say you're partway there, but IMO everything doesn't "mesh" consistently in terms of atmosphere, as sometimes things can come across as dark and foreboding but other times it's more obvious that everything is being built on top of a very different framework. I don't know how much time or resources you have to devote to art/sound assets and whatnot, but I'd say the transition you're aiming for isn't complete yet.
Will have to play some more to say a heckuva lot beyond this, let me know if anything needs clarifying.
- The game runs at 60 FPS on my laptop (2.4 GHz, 12 GB RAM, integrated graphics), but slows down to 30 when certain effects are onscreen (fire in the background, in particular) and when a lot of bullets and such are about (the scorpion boss's cluster shot comes to mind).
- Using a third-party 360 controller, no issues seemed to come up on that front.
- I found it a bit annoying that both enemies and powerups could sometimes float "over" obstacles and thus become unshootable/uncollectable, not sure what a fix for that might entail though. Some targets also seem difficult to kill without a bomb before scrolling off the screen, especially when "protected" by obstacles.
- I'm curious how "shot accuracy" is calculated...if it relies on how many of your bullets hit enemies versus just fly offscreen then powering up will invariably hamstring this value, since you've got more shots covering more screen area, and seldom enough enemies to be hit by them all.
- Some of the stage gimmicks are kind of neat (the dimly lit hive, etc.), I think adding more of them (assuming they don't get in the way of the main gameplay too much) would help give the game some additional personality, since aside from the insect theme it's pretty basic structurally (not a "bad" thing, but needs some additional support to avoid fading into the crowd).
- I never played the original Beekyr, though you've said you're looking to go in a less "cartoony" direction with this version; I'd say you're partway there, but IMO everything doesn't "mesh" consistently in terms of atmosphere, as sometimes things can come across as dark and foreboding but other times it's more obvious that everything is being built on top of a very different framework. I don't know how much time or resources you have to devote to art/sound assets and whatnot, but I'd say the transition you're aiming for isn't complete yet.
Will have to play some more to say a heckuva lot beyond this, let me know if anything needs clarifying.
Re: Beekyr Reloaded : OUT TODAY!
I have to say, I'm not really feeling this.
There is a lot of dead air, lots of waiting for something to happen. Hardly any enemies and next to no bullets.
I think you should definitely have the harder difficulties unlocked from the start. I'm hoping they're a lot more intense.
I'd really have to force myself to play through arcade mode in order to unlock them.
There's a solid base there for a good game to be made but it's nowhere near ready yet in my opinion. It's definitely showing it's mobile roots.
Could do with an extra scoring mechanic, maybe you could make it so that when you let go of fire, you suck in all the pollen on the screen, you could have enemies dropping more pollen the closer you are to them when they die and pollen falls off the screen if you don't pick it up in time. Something like that.
The game is frustratingly lifeless, shmups are supposed to be intense and exciting, I was nearly falling asleep playing it last night.
There is a lot of dead air, lots of waiting for something to happen. Hardly any enemies and next to no bullets.
I think you should definitely have the harder difficulties unlocked from the start. I'm hoping they're a lot more intense.
I'd really have to force myself to play through arcade mode in order to unlock them.
There's a solid base there for a good game to be made but it's nowhere near ready yet in my opinion. It's definitely showing it's mobile roots.
Could do with an extra scoring mechanic, maybe you could make it so that when you let go of fire, you suck in all the pollen on the screen, you could have enemies dropping more pollen the closer you are to them when they die and pollen falls off the screen if you don't pick it up in time. Something like that.
The game is frustratingly lifeless, shmups are supposed to be intense and exciting, I was nearly falling asleep playing it last night.
Re: Beekyr Reloaded : OUT TODAY!
Have you checked to see if it's running at 60fps?clippa wrote: stuff
Re: Beekyr Reloaded : OUT TODAY!
Yeah, runs at 60
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Re: Beekyr Reloaded : OUT TODAY!
I'm aware this could be happening in some PCs, you have the option to disable particles, the game looks slightly worst and a lot less athmospheric in later levels (no fog, waterfalls smoke or fire). But the game should run steady 60FPS.BulletMagnet wrote:Decided to take the plunge on this, a few early thoughts:
- The game runs at 60 FPS on my laptop (2.4 GHz, 12 GB RAM, integrated graphics), but slows down to 30 when certain effects are onscreen (fire in the background, in particular) and when a lot of bullets and such are about (the scorpion boss's cluster shot comes to mind).
Yeah, it is calculated like this:BulletMagnet wrote: - I'm curious how "shot accuracy" is calculated...if it relies on how many of your bullets hit enemies versus just fly offscreen then powering up will invariably hamstring this value, since you've got more shots covering more screen area, and seldom enough enemies to be hit by them all.
Every lost shoot going backwards doesn't count.
Every lost shoot going forwards counts negative if you miss all targets.
Every lost shoot going forwards hiting any obstacles doesn't count.
Every hit bullet counts positive
That's about it. If you think of better rules let me know, this is the first time I share them.
There are some more bits, (rain, waterfalls, rocks faling...) I tried to add something in every level so game play doesn't get too plain.BulletMagnet wrote: - Some of the stage gimmicks are kind of neat (the dimly lit hive, etc.), I think adding more of them (assuming they don't get in the way of the main gameplay too much) would help give the game some additional personality, since aside from the insect theme it's pretty basic structurally (not a "bad" thing, but needs some additional support to avoid fading into the crowd).
Okey can you give me examples of this? I lost objetivity and maybe I can do something about it !!!BulletMagnet wrote: - I never played the original Beekyr, though you've said you're looking to go in a less "cartoony" direction with this version; I'd say you're partway there, but IMO everything doesn't "mesh" consistently in terms of atmosphere, as sometimes things can come across as dark and foreboding but other times it's more obvious that everything is being built on top of a very different framework. I don't know how much time or resources you have to devote to art/sound assets and whatnot, but I'd say the transition you're aiming for isn't complete yet.
Yeah play more, there are lots of stuff going on in later levels!BulletMagnet wrote: Will have to play some more to say a heckuva lot beyond this, let me know if anything needs clarifying.
Again, thank you very very much taking your time to hsare your feedback. It's very valuable!
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Re: Beekyr Reloaded : OUT TODAY!
I'm pretty sure you were playing in Novice mode. The game hardly have any dead air in any other game mode. I'm sure of that because i worked hard to avoid it. But please if you play in Arcade mode and you see a lot of death air please please, let me know where and that would be the only way I can make it better!clippa wrote:I have to say, I'm not really feeling this.
There is a lot of dead air, lots of waiting for something to happen. Hardly any enemies and next to no bullets.
I think you should definitely have the harder difficulties unlocked from the start. I'm hoping they're a lot more intense.
I'd really have to force myself to play through arcade mode in order to unlock them.
Can you tell me where? The game was programmed for PC, but released to mobile, to be released later as PC game but to be removed quicly again after so much piracy.clippa wrote: There's a solid base there for a good game to be made but it's nowhere near ready yet in my opinion. It's definitely showing it's mobile roots.
I thought of adding combos but I discarded the idea. But If you like that kind of thing,that is heavily executed in Vortex Attack.clippa wrote: Could do with an extra scoring mechanic, maybe you could make it so that when you let go of fire, you suck in all the pollen on the screen, you could have enemies dropping more pollen the closer you are to them when they die and pollen falls off the screen if you don't pick it up in time. Something like that.
Game mode Novice, seriously. In 'arcade' is already pretty intense!!clippa wrote: The game is frustratingly lifeless, shmups are supposed to be intense and exciting, I was nearly falling asleep playing it last night.
Take a look to a small review someone did in Spain....
https://youtu.be/oPzdHtHDcIw?t=2m30s
Video starting at 2:30, the level 1-1 is there and I see no dead air there, that is Arcade mode.

Do you still think you played this mode? If you did, again, please le me know where we need more action, I will gladly add it.

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Re: Beekyr Reloaded : OUT TODAY!
Check this out, it might make this game run at 60FPS!MaXXX wrote:Have you checked to see if it's running at 60fps?
https://steamcommunity.com/app/250900/d ... 721945764/
Re: Beekyr Reloaded : OUT TODAY!
I'm not playing the game on battery, my laptops plugged in. And I can't find an option for VSyncKaleidogames wrote:Check this out, it might make this game run at 60FPS!MaXXX wrote:Have you checked to see if it's running at 60fps?
https://steamcommunity.com/app/250900/d ... 721945764/
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Re: Beekyr Reloaded : OUT TODAY!
How about the energy options - performance wise. Maybe it is limiting the GPU by default to 30FPS...
Re: Beekyr Reloaded : OUT TODAY!
yeah I'm set to high energy mode when plugged in. I can run all the CAVE ports at 60FPS, and Beekyr stays at a solid 30. If it was performance related I think there'd be more fluctuation
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Re: Beekyr Reloaded : OUT TODAY!
It is more like a incompatibility issue that your computer or OS with the system (framework / engine) I'm working. I have one person that told me that Vortex Attack had this issue to but not Beekyr. This must be that your OS is running my game as an app for some reason. I'm truly sorry, I have no way to fix something at your side but I'll keep digging, I might find a solution sooner or later. I promise, this could happen to someone else!MaXXX wrote:yeah I'm set to high energy mode when plugged in. I can run all the CAVE ports at 60FPS, and Beekyr stays at a solid 30. If it was performance related I think there'd be more fluctuation
Re: Beekyr Reloaded : OUT TODAY!
I've definitely been playing "arcade" mode and not "beginner".
I've played a bit more and it definitely starts to pick up by 4-1 but I'm guessing that's towards the end of the game.
I'm hoping after unlocking the harder difficulties, it'll start clicking a lot more with me.
The controls don't feel very tight, like there's some sort of slight delay before you start moving and I've had them lock up quite a few times where all of a sudden you can only move up and down or left or right and diagonals aren't being registered. Happens a lot on the first vertical stage I've noticed. Not so bad when there's not much going on but it's infuriating when it gets you killed.
I got up to 4-2 or 4-3 or something and controls locked up and I'm ashamed to admit, I did a bit of swearing
I'm coming around to the game, I have to say, I'm enjoying it more now that I've given it more of a chance and relaxed into the pace.
The enemies and bullets are so sparse and so slow, I think there just needs to be something else going on, a scoring mechanic to keep the player occupied. At the minute, there's just the accuracy bonus to think about.Kaleidogames wrote:I thought of adding combos but I discarded the idea. But If you like that kind of thing,that is heavily executed in Vortex Attack.
I've played a bit more and it definitely starts to pick up by 4-1 but I'm guessing that's towards the end of the game.
I'm hoping after unlocking the harder difficulties, it'll start clicking a lot more with me.
The controls don't feel very tight, like there's some sort of slight delay before you start moving and I've had them lock up quite a few times where all of a sudden you can only move up and down or left or right and diagonals aren't being registered. Happens a lot on the first vertical stage I've noticed. Not so bad when there's not much going on but it's infuriating when it gets you killed.
I got up to 4-2 or 4-3 or something and controls locked up and I'm ashamed to admit, I did a bit of swearing

I'm coming around to the game, I have to say, I'm enjoying it more now that I've given it more of a chance and relaxed into the pace.
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Re: Beekyr Reloaded : OUT TODAY!
I belive something might be going in the bridge between GAMEPAD and KEYS.clippa wrote:I've definitely been playing "arcade" mode and not "beginner".
The controls don't feel very tight, like there's some sort of slight delay before you start moving and I've had them lock up quite a few times where all of a sudden you can only move up and down or left or right and diagonals aren't being registered. .
Try Xpadder, I'm using it in the bartop I take to the fairs and it works really well.
The locking directions is something that hasn't happened much as none of my testers have told me about it. And believe me, they play really hardcore.
Check his tweet: https://twitter.com/carlosblansa/status ... 8274483200

One of the testers is using a PS2 to XBOX360 emulator and it works perfectly, he finished the game already a few times also.
Today or tomorrow I might upload a new version with a couple of fixes and german support.
And I'm glad you are liking it more

Re: Beekyr Reloaded : OUT TODAY!
Thanks, will give xpadder a go. Forcing vsync off in my gpu control panel for the game has tightened up the controls a lot.
I got to the final boss just before but got a rock on the bonce
I got to the final boss just before but got a rock on the bonce

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Re: Beekyr Reloaded : OUT TODAY!
Nice! That's really good news!clippa wrote:Thanks, will give xpadder a go. Forcing vsync off in my gpu control panel for the game has tightened up the controls a lot.
I got to the final boss just before but got a rock on the bonce
I hope you see the end of the game

Re: Beekyr Reloaded : OUT TODAY!
Movement controls are still locking up with xpadder.
I managed to finish arcade earlier today. I'm liking the harder difficulties but making the visible area smaller in the hives is a bit stingy!
I reckon the controls could be tighter, is there some sort of acceleration before you start moving full speed to make it feel a bit more weighty?
I managed to finish arcade earlier today. I'm liking the harder difficulties but making the visible area smaller in the hives is a bit stingy!
I reckon the controls could be tighter, is there some sort of acceleration before you start moving full speed to make it feel a bit more weighty?
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Re: Beekyr Reloaded : OUT TODAY!
Game can be played with Analog or Digital controls. To move slowly use Analog, D-PAD is (or it shoulbe be) very responsive! But there is some acceleration indeed, but I had to reduce it to make it very light as the game became a lot harder, almost impossible, in EXPERT - BULLET HELL modes.clippa wrote:Movement controls are still locking up with xpadder.
I reckon the controls could be tighter, is there some sort of acceleration before you start moving full speed to make it feel a bit more weighty?
Yeah, but it only limits you about the scenario and enemy position, if you think about it bullets, which is the most important aspect, they are allways visible to retain most gameplay fairness.clippa wrote:I managed to finish arcade earlier today. I'm liking the harder difficulties but making the visible area smaller in the hives is a bit stingy!
Re: Beekyr Reloaded : OUT TODAY!
Ah right, I didn't realise there was analogue movement (hack, spit).Kaleidogames wrote:Game can be played with Analog or Digital controls. To move slowly use Analog, D-PAD is (or it shoulbe be) very responsive! But there is some acceleration indeed, but I had to reduce it to make it very light as the game became a lot harder, almost impossible, in EXPERT - BULLET HELL modes.
I just assumed it was traditional 8 way digital. I'll play with a pad from now on then.
Have you considered removing the acceleration entirely for digital movement and adding a focus button?
it's never bullets that are a problem in this game for me, it's always scenery or those big humming birdsKaleidogames wrote:Yeah, but it only limits you about the scenario and enemy position, if you think about it bullets, which is the most important aspect, they are allways visible to retain most gameplay fairness.

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Re: Beekyr Reloaded : OUT TODAY!
The game has been designed to play with D-pad. the analogue was added by petition of someone.clippa wrote:Ah right, I didn't realise there was analogue movement (hack, spit).
I just assumed it was traditional 8 way digital. I'll play with a pad from now on then.
clippa wrote:it's never bullets that are a problem in this game for me, it's always scenery or those big humming birds


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Re: Beekyr Reloaded : OUT TODAY!
Hey MaXXX!MaXXX wrote:yeah I'm set to high energy mode when plugged in. I can run all the CAVE ports at 60FPS, and Beekyr stays at a solid 30. If it was performance related I think there'd be more fluctuation
I think I figured out a way to fix your 30FPS: I was able to replicate it here.
Go to options, controllers and disable gamepads support. I will be uploading the game next version using a different runtime that might fix it completelly but for now, please try that I think that' will work after restarting the game. It does here!
By the way the game is looking VERY different than what it used to, please, the rest of you, check it out!