2d Metroidvania Platformer: Jarvis

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  • Yeah, there are definitely some neat advantages to doing it on the fly for sure. I am a bit worried about the slightly rising memory usage though. I wonder if constantly creating and destroying stuff may leave some things behind?

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    Freelance Dev | Currently Working on Jarvis | Please login to see this link.

  • Yeah, there are definitely some neat advantages to doing it on the fly for sure. I am a bit worried about the slightly rising memory usage though. I wonder if constantly creating and destroying stuff may leave some things behind?

    Nope, I think this may have been an issue a couple of years ago tho, I remember having trouble back then with rising RAM count on every room reload. I checked this carefully after I went back to avoiding frame restarts last year and what I can tell from the debugger is that memory is freed correctly once assets are not displayed. I also ran a couple of longplays with hundreds of room shifts and never experienced anything odd.

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  • That's reassuring to hear! I do see a rise of roughly 50Mb in the debugger as I play on but I remember reading that the number is not super-trustworthy, right? I should probably do some runs with task manager and some graphic card diagnostic tool later.


    Also new thread page demands visuals!

    Grotto + Mist effect:
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    The cave has taken on a more creepy look as of late. What is nesting in there?

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  • I doubt a pixel art game would run out of memory anyway XD That fog looks really rad, how did you make it?

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  • Interesting, do you mean that you delete all objects and then proceed to load everything? How does one delete obstacles?

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  • Julian82: Thanks! Basically I made a new variation of my water shader. I created one still image of random "mist streams" as a base then I just scroll that texture on the x axis through a displacement map that makes it appear more fluid.

    zip2kx: Yup! I simply remove everything that I am unsure will be needed in the next room. You can delete backdrops that was created during runtime with the Storyboard object. It has a couple actions for it under its "Backdrops" category.

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  • [MENTION=14339]Akiat[/MENTION] Hopefully this is less spooky!
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    I recently touched up on this area a bit while I was making the waterfalls work again after putting in the new level loading. It looks like for the longest time, my monitor had been set with a crazy color profile, without me noticing. Basically all my gifs was super dark to view on my phone and Surface pro 3... I hope the gifs over the last months has been better in that regard!

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  • [MENTION=10461]Klownzilla[/MENTION] Thanks! It has definitely taken a lot of time to get this far. A small side-project grew way beyond my original plans...

    [MENTION=17875]PBarwick[/MENTION] Partly! The animation of water flowing down is hand-animated with a wavy pattern(5 frames that loops). I have my flame shader attached as well, adding distortion and additive blending against the background.

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    Freelance Dev | Currently Working on Jarvis | Please login to see this link.

  • [MENTION=5383]chrilley[/MENTION], It's looking better and better all the time. Let us know if you want to look at Console porting. Jarvis would look great on the Switch. Send me a PM!

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  • Sorry guys, there are too many unknown factors involved and a lack of resources/funds to make it happen anyway.

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  • Hi chrilley, you game looks amazing. I was wondering for your layer of tiles I was wondering if you used multiple active objects to make your tiles? If so how do you do multiple layers because I would think that would bring your game to a crawl because you would have to have 4 times the tiles.

  • @Please login to see this link. Thanks! I use backdrops generated on runtime by the Active Picture object for my tiles. I don't know if there is any performance difference at all compared to active objects though. From what I understand in HWA-Mode backdrops that has been created on the fly are not handled as efficiently as backdrops that was pre-placed in the Fusion Editor(It would be pretty sweet if fusion could bake a layer into a texture and keep them draw calls down, I wonder if we'll maybe have some boosts in that area in F3... :)).

    I think the key is to only use as many backdrops as you really need. If you have 4 layers filled with tiles then make sure you don't have tiles at spots where they'll never be seen anyway(tiles that will always be behind another layer's tiles or tiles that will never be in camera view). Though I wouldn't say that I have 4 times the tiles just because I allow 4 layers. Most of the time I really just use 2 layers: foreground(where player is at) and background(for walls and details behind the characters) then make use of a larger background texture to fill that the empty void in the scenery... For me the multiple layers real usefulness is just that sometimes I need stuff placed above or below certain spots.

    It also depends on how large your rooms are of course, for instance I never go above 1024x1024 pixels per room.

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  • [MENTION=17723]rocketappliances[/MENTION] : Ah I see, I hope you get it sorted! Also remember there is a ton of factors that play into performance, not just how many object/backdrops that you have.


    Small update: Boss Gates
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    Upholding the ancient tradition of warning the player that there will be a boss behind this point, so go save your progress if you haven't already!

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  • My most anticipated Fusion game!
    I adore the pixelart and how fluid and dynamic the combat looks like. I can see that lots of love and effort were put into this.
    Do you have any planned release date?

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