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Filtering by user: Kuro-chan
Friday, January 6, 2023
[04:39:55] Kuro-chan ComputerTech More work on fps happening
[04:40:21] Kuro-chan yay!
[04:40:30] Kuro-chan though I've run into a bit of a stumbling block
[04:40:33] Kuro-chan secret push walla
[04:40:37] Kuro-chan *walls
[04:40:54] Kuro-chan the horizontal versions work perfectly, but the vertical ones are giving my a grafx glitch when 'moving'
[05:08:36] Kuro-chan ComputerTech:figured it out
[05:08:46] Kuro-chan why is it always something dumb..
[05:08:48] Kuro-chan lol
[05:09:04] Kuro-chan I was accidentally replacing an important value with a loop length check.
[05:09:33] Kuro-chan since the priority with the fps engine is frame rate, anything to help minimize the load from the code is done, including pre-declaring loop lengths
[05:10:11] Kuro-chan I was using x0 and y0 as a value for generating how much is added to the ray x & y's when trying to determine when the rays make contact with a wall
[05:10:21] Kuro-chan well I was doing an x loop and was setting x0 to the loop length
[05:10:23] Kuro-chan whoops
[05:10:36] Kuro-chan changed it to another letter, push wall works beautifully
[05:10:39] Kuro-chan this was getting frustrating
[05:11:45] Kuro-chan anyway
[05:12:03] Kuro-chan consider it has walls, floors, ceilings, checks for doors, push walls, sprites/objects and variable lighting conditions
[05:12:08] Kuro-chan the frame rate is still damn impressive
[05:12:17] Kuro-chan keeping the code super vanilla makes a huge difference
[05:12:33] Kuro-chan my frame delay target is 33-34 (1000 / 30 fps, floats between those two values)
[05:12:42] Kuro-chan it's a bit more all over the place with the overview on, though
[05:12:51] Kuro-chan I ripped it apart and started over
[05:14:09] Kuro-chan ^ ComputerTech
[05:16:28] Kuro-chan ComputerTech: Keeping the javascript as vanilla as possible helps a lot
[05:16:47] Kuro-chan I made a function called $COPY that lets me duplicate an array or string without it affecting the source.
[05:17:05] Kuro-chan and it did a number on the frame delay (raised the long view of the room from 70 to 120 with overview on)
[05:17:13] Kuro-chan stuff like that I had to unlearn
[05:17:20] Kuro-chan to keep the frame rate in good shape
[05:17:38] Kuro-chan there were other little thing I noticed that caused huge issues to the frame rate.
[05:17:43] Kuro-chan *things
[05:42:17] Kuro-chan ComputerTech
[05:42:49] Kuro-chan um, ewe..
[05:45:55] Kuro-chan dramo: It's the fps engine I have been working on
[05:47:19] Kuro-chan the trick with making this work on a browser is to keep the frame rate colid
[05:47:21] Kuro-chan *solid
[05:47:36] Kuro-chan my previous build had weapons and an enemy that would be alert, pickups and other stuff
[05:47:45] Kuro-chan but I was running into problems with it
[05:48:07] Kuro-chan so I ripped it apart, unlearned everything about javascript, rebuilt it from the ground up while trying to keep the frame rate at optimum peak
[05:48:28] Kuro-chan there's a LOT of different things that can be done to wreck frame rate, sadly
[05:48:39] Kuro-chan especially when you're already drawing every damn pixel on the screen
[05:48:52] Kuro-chan even a 320 x 160 for gameplay is 51,200 pixels x 30fps
[05:49:05] Kuro-chan never mind the overlap for things like sprites
[05:49:16] Kuro-chan anyhow I can now draw all the sprites on the screen.
[05:49:25] Kuro-chan next I'm going to import the script for handling picking stuff up
[05:50:13] Kuro-chan even though all sprites are 32 x 40 I implemented a cutoff so if a sprite only uses a small part of the sprite box, it will only try to draw the relevant part
[05:50:18] Kuro-chan while still keeping it lined up
[05:50:22] Kuro-chan with the screen
[05:50:28] Kuro-chan realistically speaking
[05:50:45] Kuro-chan these kind of games are technically a birds-eye view 2-d game
[05:50:54] Kuro-chan but they are re-drawn in a way to make it look 3-d on the screen
[05:51:53] Kuro-chan haha
[05:52:06] Kuro-chan My last attempt to make a 2-player javascript game was... tempermental
[05:52:57] Kuro-chan it was for a tetris game I made
[05:55:05] Kuro-chan so yeah, it's a lot of basic for loops, basic math commands, basic everything
[05:55:19] Kuro-chan the smallest global function could actually be enough to break the whole frame rate
[05:55:28] Kuro-chan so I had to unlearn my habits
[05:55:41] Kuro-chan especially since byte count was super precious with the rpg I made
[05:56:00] Kuro-chan because part of that was to complete the game using 128kb
[05:56:38] Kuro-chan had 150 bytes to spare, finished with a full music soundtrack (something like 14 or 15 tracks, sounding very 8-bit)
[06:03:07] Kuro-chan it was just a challenge, not some contest
[06:05:05] Kuro-chan One of the tracks from the rpg I made. It plays right in the browser without requiring audio files, so the whole filesize for the track is something like 1.5kb.
[06:24:57] Kuro-chan hmm
[06:25:03] Kuro-chan the theme was intended for a dragon lair
[06:25:06] Kuro-chan I thought it worked fine
[06:28:23] Kuro-chan dramo
[06:28:29] Kuro-chan world theme after a dragon has been defeated
[06:34:50] Kuro-chan wtf--- why is that camera angle too high?
[06:34:52] Kuro-chan :/
[06:36:11] Kuro-chan dramo ^ generic dungeon bgm
[06:46:49] Kuro-chan :(
[06:46:57] Kuro-chan well, it's part of the final game :P
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