Somethingfunky, you definitely run away with the prize of lowest spec machine! You're a wicked whipmeister for shovelling all that exe down your poor old K6's gullet - ha ha!
I'm surprised it didn't puke binary all over the place!
Those stars and pickups that don't appear are cube mapped so maybe your card doesn't support that properly? Do any Gems and coins appear? Or is just the fruit.
I feel like anything under 60fps isn't really playable but some people here don't seem to mind 50fps - maybe I can set this spec at an advised 1 gig with a 64 meg card minimum as I notice the 32 meg cards are falling short.
Some performance improvements are on the way - right now the map mesh is one big mesh - I'll break it up into smaller parts and let blitz do a bounding box cull, this could save about 10,000+ poly's a second which might help on slower comps.
Also the water is composed of very large polygons ( which might explain the 'pop in' problem )I think I'll tessellate it a little and making children of the parts - I figure this could really help with the slower cards as Blitz will automatically cull the water mesh.
Apart from that right now I load all scenery props in at run time and then hide and show them using a window around the player - I'm wondering if creating and deleting them would save memory and perhaps make it a bit quicker on slow machines. Anybody know about this? Does it make sense?
Also, all characters are boned and vertex tweened. I think I could simplify some enemies by just saving different poses as children and hide and show them to get the animations and perhaps save a lot of cpu time too. I think the tomatoes only really need 3 frames and don't need to be tweened.
Mike - this is just a test of my different code and stuff nestled together in one place and interacting - the game will be much more fascinating I promise! Right now Tommy just doesn't die (well he won't in the game either as it's all in his own dream world while he sleeps, he'll simply awaken) so right now he can swim his heart out under water!
The game will just be a 2d platformer. I had a two pronged attack on this one and the 2d won out as it became more feasible to finish single-handed and part-time....though a full 3d version is also on the table - just later on.
After a sniff around the forums I've learned that the AA command doesn't work properly at all which explains the uneven results. To enable it it must be set in the display properties of your GFX card ....sigh. What a freaking bummer - this should have been fixed over two yeare ago judging by the first bug reports.
Thanks for the feedback people.
I'm surprised it didn't puke binary all over the place!
Those stars and pickups that don't appear are cube mapped so maybe your card doesn't support that properly? Do any Gems and coins appear? Or is just the fruit.
I feel like anything under 60fps isn't really playable but some people here don't seem to mind 50fps - maybe I can set this spec at an advised 1 gig with a 64 meg card minimum as I notice the 32 meg cards are falling short.
Some performance improvements are on the way - right now the map mesh is one big mesh - I'll break it up into smaller parts and let blitz do a bounding box cull, this could save about 10,000+ poly's a second which might help on slower comps.
Also the water is composed of very large polygons ( which might explain the 'pop in' problem )I think I'll tessellate it a little and making children of the parts - I figure this could really help with the slower cards as Blitz will automatically cull the water mesh.
Apart from that right now I load all scenery props in at run time and then hide and show them using a window around the player - I'm wondering if creating and deleting them would save memory and perhaps make it a bit quicker on slow machines. Anybody know about this? Does it make sense?
Also, all characters are boned and vertex tweened. I think I could simplify some enemies by just saving different poses as children and hide and show them to get the animations and perhaps save a lot of cpu time too. I think the tomatoes only really need 3 frames and don't need to be tweened.
Mike - this is just a test of my different code and stuff nestled together in one place and interacting - the game will be much more fascinating I promise! Right now Tommy just doesn't die (well he won't in the game either as it's all in his own dream world while he sleeps, he'll simply awaken) so right now he can swim his heart out under water!
The game will just be a 2d platformer. I had a two pronged attack on this one and the 2d won out as it became more feasible to finish single-handed and part-time....though a full 3d version is also on the table - just later on.
After a sniff around the forums I've learned that the AA command doesn't work properly at all which explains the uneven results. To enable it it must be set in the display properties of your GFX card ....sigh. What a freaking bummer - this should have been fixed over two yeare ago judging by the first bug reports.
Thanks for the feedback people.