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Thread: 2d Metroidvania Platformer: Jarvis

  1. #341
    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCHTML5 Export ModuleiOS Export ModuleSWF Export ModuleInstall Creator Pro
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    chrilley's Avatar
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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?

  2. #342
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    Julian82's Avatar
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    Quote Originally Posted by chrilley View Post
    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.

  3. #343
    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCHTML5 Export ModuleiOS Export ModuleSWF Export ModuleInstall Creator Pro
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    chrilley's Avatar
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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:


    The cave has taken on a more creepy look as of late. What is nesting in there?

  4. #344
    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCiOS Export ModuleInstall Creator Pro
    Julian82's Avatar
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    I doubt a pixel art game would run out of memory anyway That fog looks really rad, how did you make it?

  5. #345
    Clicker Fusion 2.5Fusion 2.5 Mac
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    Interesting, do you mean that you delete all objects and then proceed to load everything? How does one delete obstacles?

  6. #346
    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCHTML5 Export ModuleiOS Export ModuleSWF Export ModuleInstall Creator Pro
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    chrilley's Avatar
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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.

  7. #347
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    Cave looks too spooky for me. After playing a bit too much Bloodborne recently, I am going to presume the worst!

  8. #348
    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCHTML5 Export ModuleiOS Export ModuleSWF Export ModuleInstall Creator Pro
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    chrilley's Avatar
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    @Akiat Hopefully this is less spooky!


    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!

  9. #349
    Clicker Fusion 2.5Android Export Module

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    This really looks great man! I can tell a lot of hard work's been put into this little gem

  10. #350
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    Those waterfalls look great, are they made with a shader too?

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