Err.. I think everyone is just taking a back seat. Those of us that are developing games are doing so slowly in our spare time, the rest will just be randoms that check your posts for free copy and paste code, are promptly disappointed, then never come back again xD
Yeah, nobody really cared much about my Dynamic AI and shit either.
So I jsut stopped posting.
These sort of things are more for discussion in Game Development forums and such, not really programming support forums.
Don't worry dude I'm sure pretty much everyone here will read your posts, don't be discouraged by none-responses, its a very casual forum here :]
I'm just new but at least your trying to improve the forum by posting your coding, you never know when they actually need it.
Stomach Pulser
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For PW, Kael fucked up, and here, a lot of people lost interest...
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I stopped posting and taking interest after my 3-page essay updates concerning optimised string buffers and time-saving loop bypasses went un-noticed or un-cared for.
I've found that the internet as a whole generally likes pretty graphics more than coding specifics.
Quote:Robin:
Why aren't maps and shit loaded up in a dynamic array?
Jacob:
the 4 people that know how are lazy
Robin:
Who are those 4 people?
Jacob:
um
you, me, and 2 others?
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Yes, the forum is obsessed with saving a few ms per loop, but if you post a good looking game with some nice effects people are generally more impressed.
Personally I hate working with formulae and block chances and crap. I leave that up to my developers to sort out. I love make big new features which no one has done before
Quote:Robin:
Why aren't maps and shit loaded up in a dynamic array?
Jacob:
the 4 people that know how are lazy
Robin:
Who are those 4 people?
Jacob:
um
you, me, and 2 others?
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Don't worry man, I post screenshots and such all the time and I don't get much feedback. But it's not the point to get into discussion about everything you post about the game. The real thing is when it's done and released, that's when you will get the most feedback. I just like sharing what I got sometimes or it doesn't feel that real until I release a new version so people can test it.
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Also another thing is that people on this forum don't actually play MS games, they more test them or make them.
Stomach Pulser
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It is for development though...
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Asrrin29 Wrote:oh and another thing. I could *almost* care less about how optimized the client is, because most people have a computer built this decade and it should be enough to run anything a 2D VB6 game can throw at it. (though there were a few fixes, like the CPU usage fix, that I included) I do care a lot about server optimization though, since it does a lot of heaving lifting. for example, I have the client calculate item level when editing items as opposed to the server, saves on CPU cycles for other clients.
I'm sorry to say that you're wrong there.
Mirage uses some very heavy controls, and if you take it to the extreme (For example, the Visual Inventory tutorial) you can easily make your game unplayable on fairly mid-market computers.
Also, if you're loading 100mb worth of graphics and you don't fix the bug which makes the client load the graphics twice, you're loading 200mb+ worth of graphics, and on a computer with 128mb of RAM (Yes, they do still make them like that) then that computer is going to be raped.
Besides, look at what Mirage games are. Primitive ORPGs using 16-bit graphics. You shouldn't need over 128mb of RAM and a half-decent processor to run them.
Quote:Robin:
Why aren't maps and shit loaded up in a dynamic array?
Jacob:
the 4 people that know how are lazy
Robin:
Who are those 4 people?
Jacob:
um
you, me, and 2 others?
Posts: 2,742
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Joined: Jun 2006
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Dave Wrote:We need a code profiler to see where the bottlenecks -really- are.
No. No we don't.
Quote:Robin:
Why aren't maps and shit loaded up in a dynamic array?
Jacob:
the 4 people that know how are lazy
Robin:
Who are those 4 people?
Jacob:
um
you, me, and 2 others?
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