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Super Mario World: All-Star Edition: Team Fangame Project
#46
(07-23-2012, 05:36 PM)Mikeystar Wrote: 20-40 FPS is what I normally get.

20-40 is a pretty ridiculous variation for running something on the same machine, and 40 is really quite low if your base is 60. I appreciate that you're trying to fix the problem, but it might be worth looking at some slightly lower-level stuff than you have previously, stuff like memory management; garbage collection, memory leakage and the like.
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#47
(07-23-2012, 05:45 PM)Hoeloe Wrote:
(07-23-2012, 05:36 PM)Mikeystar Wrote: 20-40 FPS is what I normally get.

20-40 is a pretty ridiculous variation for running something on the same machine, and 40 is really quite low if your base is 60. I appreciate that you're trying to fix the problem, but it might be worth looking at some slightly lower-level stuff than you have previously, stuff like memory management; garbage collection, memory leakage and the like.

Maybe that's because I currently have an old computer that has .99 GB of RAM. If I had more RAM (And maybe a better graphics card) this wouldn't be a problem. I keep all my files as organized as I can to add to this.
My name is Mikeystar, I am the co-founder of Super Mario: All-Star Attack!, a Mario fangame started by me and ~CaMtEnDo~ in the year of 2010.

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The Super Mario World ASE Reactor! Join Today!
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The Super Mario All-Star Attack demo is out! Play Now!
http://www.vg-resource.com/thread-27416.html

The All-Star Attack YouTube Playlist is here, see it on this link:

[Video: https://www.youtube.com/watch?v=rR3hxsct...VO&index=5]
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#48
1GB should be more than enough to run a game based on a SNES game. How much memory do you think the SNES had? I mean, you'll have graphics with a higher bitrate, and likely won't be using all the tricks SMW did to minimise memory useage, but you should still get more than 30 average, and the fluctuation is still a big issue.
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#49
True, HoeLoe. I just have no idea why I get such a low frame rate. It's becoming a big problem.
My name is Mikeystar, I am the co-founder of Super Mario: All-Star Attack!, a Mario fangame started by me and ~CaMtEnDo~ in the year of 2010.

 Wink

The Super Mario World ASE Reactor! Join Today!
http://s4.zetaboards.com/SMWASE_Reactor/index

The Super Mario All-Star Attack demo is out! Play Now!
http://www.vg-resource.com/thread-27416.html

The All-Star Attack YouTube Playlist is here, see it on this link:

[Video: https://www.youtube.com/watch?v=rR3hxsct...VO&index=5]
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#50
You use GM right? I think there was an option to disable all objects that are out of view (it's been a while so I'm not entirely sure). If that's not enabled, you could try if that helps. Other than that, all you can do is to try to optimize your code. Code optimisation is a whole book on its own, though. Using less objects (enemies etc) in areas where the framerate drops should also help.
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#51
(07-23-2012, 05:45 PM)Hoeloe Wrote:
(07-23-2012, 05:36 PM)Mikeystar Wrote: 20-40 FPS is what I normally get.

20-40 is a pretty ridiculous variation for running something on the same machine, and 40 is really quite low if your base is 60. I appreciate that you're trying to fix the problem, but it might be worth looking at some slightly lower-level stuff than you have previously, stuff like memory management; garbage collection, memory leakage and the like.

(08-02-2012, 02:35 AM)Previous Wrote: You use GM right? I think there was an option to disable all objects that are out of view (it's been a while so I'm not entirely sure). If that's not enabled, you could try if that helps. Other than that, all you can do is to try to optimize your code. Code optimisation is a whole book on its own, though. Using less objects (enemies etc) in areas where the framerate drops should also help.

We figured out the problem a few days ago. Apparently the reason why we get so many bug problems and lag is because...
There are many background resources and or sprites in this fangame that are being unused.

We externalized many of the background resources but we still need to remove alot more. If you're wondering, we used alot of SMB1, SMB2, SMB3, SMW, Yoshi's Island, NSMB and Custom Backgrounds. Half of them we don't need. We got rid of most of the SMW BGs.

So once we can externalizing resources, graphics mainly, we will stop getting problems like the fangame crashing. Phew. It took us years just to find out it was this one thing that was such a problem. Tongue
My name is Mikeystar, I am the co-founder of Super Mario: All-Star Attack!, a Mario fangame started by me and ~CaMtEnDo~ in the year of 2010.

 Wink

The Super Mario World ASE Reactor! Join Today!
http://s4.zetaboards.com/SMWASE_Reactor/index

The Super Mario All-Star Attack demo is out! Play Now!
http://www.vg-resource.com/thread-27416.html

The All-Star Attack YouTube Playlist is here, see it on this link:

[Video: https://www.youtube.com/watch?v=rR3hxsct...VO&index=5]
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#52
Wow. If solely having resources causes lag in GM, the thing is worse than I thought.
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#53
Mikeystar, Have you tried using the Clean Mem DLL, it eliminates unneeded data and helps improve the games speed.

I don't know what version this uses but GM 8.0 runs about 10 FPS faster than GM 8.1, and that's using optimalized scripting and coding, I minimalized coding for I project I was working on and I imported the data to GM 8.0 and made a couple minior changes and it ran at about 60 FPs most of the time, unlike being on GM 8.1 which it ran at about 45-50 FPS tops.

Hope this helps.
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#54
(08-04-2012, 02:31 PM)Shadow Kami Wrote: Mikeystar, Have you tried using the Clean Mem DLL, it eliminates unneeded data and helps improve the games speed.

I don't know what version this uses but GM 8.0 runs about 10 FPS faster than GM 8.1, and that's using optimalized scripting and coding, I minimalized coding for I project I was working on and I imported the data to GM 8.0 and made a couple minior changes and it ran at about 60 FPs most of the time, unlike being on GM 8.1 which it ran at about 45-50 FPS tops.

Hope this helps.

Yes, we are using it in SMW: ASE, the Cleanmem DLL actually works alot. And we use Game Maker 8.0 Pro FYI. Also, we have been working on shrinking the dev size. And it's been helpinng ever since. Sorry is this is a bump.

Also... Here's a preview of a level in World 8 called Beezerk Beehive.

[Image: pedeQ.png][Image: hDaT3.png]
[Image: 9Guik.png][Image: chui3.png]
[Image: wX7oM.png]

This is actually a segment in the level, not the entire level. It features many elements from several Mario games including SMB2, SML2, and SMB1. You will see once we clear up more of ASE' s file size so it can play better than it is now.
My name is Mikeystar, I am the co-founder of Super Mario: All-Star Attack!, a Mario fangame started by me and ~CaMtEnDo~ in the year of 2010.

 Wink

The Super Mario World ASE Reactor! Join Today!
http://s4.zetaboards.com/SMWASE_Reactor/index

The Super Mario All-Star Attack demo is out! Play Now!
http://www.vg-resource.com/thread-27416.html

The All-Star Attack YouTube Playlist is here, see it on this link:

[Video: https://www.youtube.com/watch?v=rR3hxsct...VO&index=5]
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#55
That certainly is yellow

Also noting that in the first screenshot Mario's cape is wrong, and of course that YI-background in the third screenshot clashes with everything else, and what's that floating hand thing in all of them? Don't tell me we're going to have to use the mouse for stuff in this game?

I appreciate the amount of work you're putting into this, really, I do, but some levels have health meters, some don't, there's so many different variables, coins, cherries, gems, stars all in the first screenshot's HUD, and what looks like the card thing from SMB3, why is that there, I get the feeling you're not really focusing so much on proving good gameplay but just a lot of it. And while I love giving the player multiple gameplay options, you're really not doing that, and just seem to be changing the rules every other level or so, which isn't a very good way of going about the game.

I dunno. Maybe if I played a demo I'd have more to say on the matter, but from what I've seen, I'm not really impressed by this, just confused.

Also, if you're going to provide the player with the option of getting to 999 lives, and are admitting your game is easy, just remove the lives system altogether. It's obsolete and you clearly don't need it.
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#56
(08-10-2012, 07:50 PM)Zero Kirby Wrote: That certainly is yellow

Also noting that in the first screenshot Mario's cape is wrong, and of course that YI-background in the third screenshot clashes with everything else, and what's that floating hand thing in all of them? Don't tell me we're going to have to use the mouse for stuff in this game?

I appreciate the amount of work you're putting into this, really, I do, but some levels have health meters, some don't, there's so many different variables, coins, cherries, gems, stars all in the first screenshot's HUD, and what looks like the card thing from SMB3, why is that there, I get the feeling you're not really focusing so much on proving good gameplay but just a lot of it. And while I love giving the player multiple gameplay options, you're really not doing that, and just seem to be changing the rules every other level or so, which isn't a very good way of going about the game.

I dunno. Maybe if I played a demo I'd have more to say on the matter, but from what I've seen, I'm not really impressed by this, just confused.

Also, if you're going to provide the player with the option of getting to 999 lives, and are admitting your game is easy, just remove the lives system altogether. It's obsolete and you clearly don't need it.


You should say this to MKFusion as well. Like you said it won't be so complicated once you play the game. I have nothing to say, really. I'd suggest you read the rest of the topic, since the 999 lives problem was already solved.

What's so confusing about the HUD? Why is it so confusing? Seriously?

As for the graphics. That's all we have right now, and if the clashing is a problem that's the best we can do. I'm glad the bit-format is 16-bit meanwhile. The backgrounds are not much of a problem.

Also, the mouse (the "floating hand") is a developer feature. You can actually turn it off using a keyboard key.

_________________________________________

For people who are explaining things that are similar to Zero Kirby's post.

We are sorry you feel that way, and that you are not providing the critique we are looking for. We're not looking forward to hearing that backgrounds are clashing with graphics, or, some tileset seems to pop out from the rest of the graphics. If you don't appreciate it, then, just don't download the demo when it comes. It may not look polished in your opinion, but, I believe this game will be very fun to play when released, as long the frame rate isn't much of a problem, which it isn't for plenty.

We're not forcing you to play the game, and that there are already many people following the project and eagerly awaiting it's release. Aplenty. We have hope. But..

If this continues, we will take business elsewhere, and that is that. If you choose to be make fun of the gimmicks of this fangame, so be it, but we will not respond.
My name is Mikeystar, I am the co-founder of Super Mario: All-Star Attack!, a Mario fangame started by me and ~CaMtEnDo~ in the year of 2010.

 Wink

The Super Mario World ASE Reactor! Join Today!
http://s4.zetaboards.com/SMWASE_Reactor/index

The Super Mario All-Star Attack demo is out! Play Now!
http://www.vg-resource.com/thread-27416.html

The All-Star Attack YouTube Playlist is here, see it on this link:

[Video: https://www.youtube.com/watch?v=rR3hxsct...VO&index=5]
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#57
Yea, so can someone please close this topic? We don't want to hear members criticize this game anymore.
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#58
(08-10-2012, 09:38 PM)Mikeystar Wrote: You should say this to MKFusion as well.

...

What's so confusing about the HUD? Why is it so confusing? Seriously?

...

As for the graphics. That's all we have right now, and if the clashing is a problem that's the best we can do. I'm glad the bit-format is 16-bit meanwhile. The backgrounds are not much of a problem.

_________________________________________

For people who are explaining things that are similar to Zero Kirby's post.

We are sorry you feel that way, and that you are not providing the critique we are looking for. We're not looking forward to hearing that backgrounds are clashing with graphics, or, some tileset seems to pop out from the rest of the graphics. If you don't appreciate it, then, just don't download the demo when it comes. It may not look polished in your opinion, but, I believe this game will be very fun to play when released, as long the frame rate isn't much of a problem, which it isn't for plenty.

We're not forcing you to play the game, and that there are already many people following the project and eagerly awaiting it's release. Aplenty. We have hope. But..

If this continues, we will take business elsewhere, and that is that. If you choose to be make fun of the gimmicks of this fangame, so be it, but we will not respond.

I'm sorry but just shut up

I don't, and nobody else, cares if you don't like that everyone's pointing out the graphics are not great, because since everyone else is pointing it out, it's clearly a problem that needs to be addressed whether you feel like addressing it or not. You're tired of hearing it? Not looking forward to hearing it even more? Then fucking fix it. Those graphics are not "the best" you can do. They are far from it.

You can say it'll be fun when it's released. You can say it'll be a good game. You can say a lot of things! But from what you are showing me, I don't believe the things you're saying! I have no incentive to believe these things either as you seem to be saying I'm wrong, rather than trying to ease my doubts!

I could say the same things to MKFusion as well, certainly, but that has absolutely nothing to do with your topic so do not change the subject. We're not talking about MKFusion, we're talking about your game.

The HUD is confusing because there's a lot of shit in it. You have a coin counter, a cherry counter, some gem counter, and some star counter, on top of a point counter. Why are you counting so many things!? Do so many things need to be counted? Are there honestly four different common collectables throughout the game? Doesn't that seem like a bit much?

And you say the framerate isn't a problem for plenty... you know this? For a fact? I didn't see a demo download in this topic, so where are you getting your "plenty" from?

If you're going to leave just because everyone here says your graphics are bad, which they are, then clearly you weren't paying attention to the name of the place when you were posting!

(08-10-2012, 10:15 PM)BuzzNBen Wrote: Yea, so can someone please close this topic? We don't want to hear members criticize this game anymore.

What. What. What did I just read.

If you didn't want criticism you shouldn't have posted this topic in the first place! How else can you expect to improve your skills if you can't take criticism!?

I'm at a loss for words. Honestly.
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#59
(08-10-2012, 10:25 PM)Zero Kirby Wrote: I'm sorry but just shut up

.... I'm sorry. Whut.

(08-10-2012, 10:25 PM)Zero Kirby Wrote: I don't, and nobody else, cares if you don't like that everyone's pointing out the graphics are not great, because since everyone else is pointing it out, it's clearly a problem that needs to be addressed whether you feel like addressing it or not. You're tired of hearing it? Not looking forward to hearing it even more? Then fucking fix it. Those graphics are not "the best" you can do. They are far from it.

Nobody else? Cares? Will that sounds pretty boastful, because number one, the spriters are not that good to sprite really large, custom graphics like backgrounds.

And I'm not a spriter. You should be speaking to the SMW: ASE Spriters on the Reactor.

(08-10-2012, 10:25 PM)Zero Kirby Wrote: You can say it'll be fun when it's released. You can say it'll be a good game. You can say a lot of things! But from what you are showing me, I don't believe the things you're saying! I have no incentive to believe these things either as you seem to be saying I'm wrong, rather than trying to ease my doubts!

Well I am because it sounds like you have no hope for this fangame. This doesn't sound like you. All these plans we have in the topic starter wasn't made out of thin air. You can check these things out if you sign up on the SMW: ASE Reactor.

(08-10-2012, 10:25 PM)Zero Kirby Wrote: I could say the same things to MKFusion as well, certainly, but that has absolutely nothing to do with your topic so do not change the subject.
We're not talking about MKFusion, we're talking about your game.

I'm not changing the subject, I'm giving a comparison. Know the difference. MKF has a similar HUD to ours.

(08-10-2012, 10:25 PM)Zero Kirby Wrote: The HUD is confusing because there's a lot of shit in it. You have a coin counter, a cherry counter, some gem counter, and some star counter, on top of a point counter. Why are you counting so many things!? Do so many things need to be counted? Are there honestly four different common collectables throughout the game? Doesn't that seem like a bit much?

If the HUD is confusing it must be you. Honestly. It has pictures. And those pictures are worth a thousand words.

We're also making a tutorial level so it'll be easier for you to understand the HUD, or anyone else for this matter.

(08-10-2012, 10:25 PM)Zero Kirby Wrote: And you say the framerate isn't a problem for plenty... you know this? For a fact? I didn't see a demo download in this topic, so where are you getting your "plenty" from?

I'm getting my "plenty" from again, several members on the ASE Reactor. This is a Team Fangame Project, correct?

(08-10-2012, 10:25 PM)Zero Kirby Wrote: If you're going to leave just because everyone here says your graphics are bad, which they are, then clearly you weren't paying attention to the name of the place when you were posting!

Well then it looks like I came to the wrong place then, since I blatantly lost track of where I was posting. *cough* sarcasm *cough*.

But still, I don't think graphics overrule gameplay. It shouldn't anyways. The graphics give the game a theme and makes it look polished. So don't complain. Unless if you prove to us you can do better than us.

________

Other than that, well then that's you. You're talking to the wrong people opposed to how good the graphics look. This is all I have to say, because I'm at a loss of words as well.
My name is Mikeystar, I am the co-founder of Super Mario: All-Star Attack!, a Mario fangame started by me and ~CaMtEnDo~ in the year of 2010.

 Wink

The Super Mario World ASE Reactor! Join Today!
http://s4.zetaboards.com/SMWASE_Reactor/index

The Super Mario All-Star Attack demo is out! Play Now!
http://www.vg-resource.com/thread-27416.html

The All-Star Attack YouTube Playlist is here, see it on this link:

[Video: https://www.youtube.com/watch?v=rR3hxsct...VO&index=5]
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#60
Dude, we have other things to worry about than just the fucking graphics. What you are saying about everyone pointing out the graphics which you point out that the graphics problem needs to be addressed is only limited to this forum. Have you checked other forums other than here and MFGG that has SMW: ASE being showcased and see people complaining about the graphics such as SMWCentral, GDRL, The Minus World? NO! Check your sources as just a bunch of nitpicks complaining about the graphics isnt really enough, If SMW: ASE was complained aboout the graphics problem in other places, then its a problem that needs to be IMMEDIATELY addressed. SMW: ASE needs more graphical resources (namely, tilesets and backgrounds) that fits and matches the overall graphical style of the game so that the problem can be addressed.


The Level HUD isnt really that confusing, as we said, some things dont appear all the time like the Doki Doki Panic meter, the Shop Currency (definately NOT the standard gold coins), and the SMB3 Goal card inventory. The amount of collectables seen in this game are homages to many different Mario games (ex: Subcon levels have cherries) and some non-mario games.


We havent released a demo yet because of a lack of levels completed, the World Maps havent even been touched on yet, and trying to optimize the code to make the game run faster. The "plenty" that you are talking about is what the FPS was from the members actually receiving the dev to test the game out. It was laggy on their computers, but around two of them had the game run at normal speed.


Its too early to judge if the game will be fun or not Zero Kirby, thats why progress is being made.
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