keep it up @Volnaiskra , you are an inspiration. I use your theme every day and often learn when you post stuff. You even convinced me to improve the icons for my own actives that store values hehe!
keep it up @Volnaiskra , you are an inspiration. I use your theme every day and often learn when you post stuff. You even convinced me to improve the icons for my own actives that store values hehe!
Hey,
looks like an amazing game to be honest!
just wanted to ask two things:
1) is the game based of DeltaTime?
2) any new news about the game![]()
Thanks.
No, I just use the "machine independent speed" setting. Delta Time has always been on my to do list, but to be honest, I may not need to do it because the machine independent speed seems to be perfectly adequate.
I don't use built-in timer or built-in movements for anything though (except for a few cosmetic things like background animations), because those can cause fluctuating results if your framerate is uneven, even with machine independent speed.
Nice, I always found DeltaTime too hard to do, like you have to make it work with some calculations as some other would just refuse to work with DeltaTime, also making the whole movement run on loops or it would literally skip positions making it skip obstacles on low FPS ( like under 10 ) which is horrible
The funny thing is all the built in movements utilize that without needing to worry about it at all, but we all know that at least 50% of them aren't usable or just won't fit the project use cases
I've been working on the enemy AI engine for aaaaaaages now. It's definitely the hardest thing I've done so far, and hopefully it's the hardest part of the project, period. I don't know if I'd have it in me to do another couple of modules of this project that are as complicated as this enemy engine is. I feel fried. I've been working on and off on this thing for about a year now, and the finish line is finally in sight - I aim to finally finish and move onto the next thing in 2 or 3 weeks. I had a look today at how much code the enemy engine contains so far. It's a fair bit. Over 1500 events/comments, and counting
![]()
http://www.sprykegame.com seems to be down, is the game still in development?
I'm still working on the game all the time. All the structural and systemic stuff is finally getting close to completion. After that, I'll start churning out more front end stuff (levels, animation, etc,). Until that point, I've been consciously neglecting the social media presence and the website - to the point that I didn't even notice that it went down. Thanks for the heads up! I've fixed it now, though the URL has changed to http://www.sprykethegame.com/