Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - MrPlow

#1591
My collision detection might do with some optimisation alright...but that is another story ;-)

The alien movement is the arcade "alien dodge" effect that was present in Galaxians - if your don't have a direct hit the aliens hesitate so you don't hit a back-rank one...(at least not easily)

And yes I have some random events like you said...I used the profiler and after so many secs I stopped the program ...

LIMITFPS 30
Gameloop ran 300 times (need to include a modifier for my randomness)

LIMITFPS 60
Gameloop ran 600 times...and in this case doesn't your randomness have a higher chance of executing?

I think my logic is correct?!
#1592
Okay I seem to have sorted the SKU issue just need info on the other bits...

Using the functions... ;-)
#1593
Also... one of the GLBasic store kit files doesnt contain any code...why is it there??
#1594
Its my Galaxians clone/variant...

The speed of movement is all fine and working okay...just I have some randomisation going on that seemed to be affected by number of gameloops...more game loops more chance something happening...dont see how to avoid that other than to customise based on loops / frames per second..
#1595
Hi

Can anyone help me on getting inapp billing to work.
I updated the manifest and am trying to get an alpha working but it wont allow me to add a SKU despite saying that my new permission is there for billing...

After I hit save the system say still no billing permission enabled???

#1596
Thanks for all the input on this...

I had been toying with the 30 FPS but reverted back due to other issues that appeared in the game logic (less iterations meant i needed to change a lot of values in the system - enemies reduced their attacks and such...)

I may go back to 30 FPS but think i might have a go with the stretched sprites option...

The 30 FPS still requires a modifier in the movement values to look as nifty as the 60 FPS verison...so not sure if its the ideal method yet.

#1597
I had it in my head that the solution was simple and I could use setscreen to change the android device down to lower res - but i was wrong...it only takes up the portion as defined.

My nexus is a big sluggish with the high res defaults..but for my game to flow with smooth movement at FPS 60 I would ideally like to change the nexus display to use less pixels - like the way setscreen works on PC...

Thats not possible i suppose?

Maybe I will look into pre-stretching the sprites and working with the devices res without scaling with Usescreen...
I think I have ran out of optimising alternatives...although the game will prob run better on the older gen nexus due to lower res usage...doesnt make sense really....higher res - slower perf...and they call that an improvement...my eyes cant tell the diff at such sharp densities.
#1598
Thks Slydog...

Will need to consider it carefully...making restriction too small can mean they live with "using" and "not paying".

#1599
Thanks Wampus...that all sounds very good!

Might need to look at polyvector soon
#1600
Hi,

Is the polyvector method for screen scaling difficult ?
Can be used to simply replace the stretchsprite / usescreen method?

thks
#1601
GLBasic - en / Re: Profiler
2013-Dec-06
Thanks Moru...
#1602
GLBasic - en / Profiler
2013-Dec-06
Hi Guys,

Can someone help me understand the best use of the profiler?

Is it the best for check bottlenecks or is there a better way?

Thks...
#1603
GLBasic - en / LIMITFPS -1
2013-Dec-04
Yes, but those loops are with the whole game loop and that is where I have the problem


Limitfps 60 - 1000 loops example

Limitfps -1   - 10000 loops on fast PC

#1604
Hi,

It might seem a no-brainer but what would be best for a Shootemup  inapp purchase to get beyond a point or charge before they install??

Will that help with piracy issues so inapp purchasing will always be the demo version?

Mr.Plow...
#1605
Hmmm, I need to look at this again...

I am getting really odd results with my implementation...I think its down to my RND() functions...

They work well based on the LIMITFPS 60 but when I run with -1 the RND() values obviously loop much more (due to PC speed) and have far higher chances of occurance...

So my RND() functions need to be limited too but not sure how...?!?! Cant really apply speed to interactive actions like RND()s within loops until I only run the loop when FPS = 60??! Which may cause unexpected results

So in psuedo logic

LIMITFPS 60
WHILE FPS=60
           DO Random actions // limited loops
WEND

LIMITFPS -1
WHILE TRUE

          DO Random actions much more freq... //+++ Loops more and condition is met more

WEND