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Game making progress

Blogs > shannn
Post a Reply
shannn
Profile Blog Joined May 2010
Netherlands2891 Posts
February 03 2012 15:51 GMT
#1
Hello to everyone reading, this is going to be an update on my previous blog (here).

After spending about 24 hours the past 30 hours on my game making skills I finally managed to do it!

I got my characters to animate movements and attack on my iPhone, calculate the damage and show it on an enemy which also will flicker to show it's receiving damage :D

All of the above basically gets triggered when you choose to do a physical attack on an enemy.
So it's basically just 1 turn (WTF I know xD).

The hardest part was to actually show that my characters were doing something.
Now an artist can basically fill my placeholders and the result should be clear on screen right away without editing anything (maybe the time for each little animation).

Right now I have 12 image placeholders in a sprite sheet which has a character moving to the left, right, attacking, cast magic, use an item.

What's left now is a magic attack animation when choosing the option Magic and an animation for using an item on themselves/party.

If I can do that then I basically have my battle system complete and I can go on to make my levels and an artist can make my characters with their animations without interfering with each other.

I'm so relieved I managed to get it to work. It felt like trying to destroy a wall by smashing your head against the wall :d :p

*
http://www.teamliquid.net/forum/viewpost.php?post_id=6321864 Epic post.
MrShankly
Profile Blog Joined October 2009
United Kingdom371 Posts
February 03 2012 16:27 GMT
#2
AH congrats :D. I am doing game development at university and Iphone dev is bar FAR my favourite so far!!!
Also how did you improve the performance from the 30-60 if you don't mind me asking? I did alot of research into speeding up iphone 2D gfx just for my own....i guess you could say enjoyment, but i'm always eager to learn more :D!


At the moment i am trying to work on accelerating model skinning on the iphone CPU!
DONATE SC2 BETA KEY TO ME PLEASE
shannn
Profile Blog Joined May 2010
Netherlands2891 Posts
February 03 2012 17:01 GMT
#3
On February 04 2012 01:27 MrShankly wrote:
AH congrats :D. I am doing game development at university and Iphone dev is bar FAR my favourite so far!!!
Also how did you improve the performance from the 30-60 if you don't mind me asking? I did alot of research into speeding up iphone 2D gfx just for my own....i guess you could say enjoyment, but i'm always eager to learn more :D!


At the moment i am trying to work on accelerating model skinning on the iphone CPU!

Hey man.
One of the things I noticed in my previous game is that I stacked a lot of objects on the stack unnecessary (thank god for my Algorithms and Datastructures book I read) and doing a lot of calls on Open GL (didn't use sprite sheets before :p) and a few design patterns which I didn't use in the other game.

I came across this when I was profiling my project. Profiling helps a lot I tell ya :D It really helps with looking where to optimize your code.
http://www.teamliquid.net/forum/viewpost.php?post_id=6321864 Epic post.
MrShankly
Profile Blog Joined October 2009
United Kingdom371 Posts
February 03 2012 17:58 GMT
#4
Ye the thing that sped up my program the most was combining all of the vertices into a massive interleaved array and submitting that to OpenGL using spritesheets aswell, also using static vbo's for static geometry helped a TON aswell.

At the moment i'm doing NEON stuff, which is a vector processor thing that allows you to do some calculations in parallel using assembly, so just trying to get my head round that.

I keep meaning to read an Algorithms and Data structures book, but havent yet... . Are you using the build in Instruments profiler to use your code? I couldn't find a section that tells you how many ms a function takes to run on average. Just a percentage of how much time is spent in a certain function which isn't as useful when you want to know how much faster a function has gotten!

I take it you are not using objective C?

DONATE SC2 BETA KEY TO ME PLEASE
shannn
Profile Blog Joined May 2010
Netherlands2891 Posts
February 03 2012 22:03 GMT
#5
On February 04 2012 02:58 MrShankly wrote:
Ye the thing that sped up my program the most was combining all of the vertices into a massive interleaved array and submitting that to OpenGL using spritesheets aswell, also using static vbo's for static geometry helped a TON aswell.

At the moment i'm doing NEON stuff, which is a vector processor thing that allows you to do some calculations in parallel using assembly, so just trying to get my head round that.

I keep meaning to read an Algorithms and Data structures book, but havent yet... . Are you using the build in Instruments profiler to use your code? I couldn't find a section that tells you how many ms a function takes to run on average. Just a percentage of how much time is spent in a certain function which isn't as useful when you want to know how much faster a function has gotten!

I take it you are not using objective C?


I had to look some stuff up to understand a bit what you just said there with the NEON stuff :p

And I am using the build in profiler ya. I actually log everything with a timestamp in each method with a timestamp and that way to tell the difference of how long it takes each method. I use the profiler mainly to check methods where I spent most time at and then start optimizing from there.

I don't think there is a function (I think I tried finding as well some while ago) that measures the time it takes for each method (unless I'm blind which does happen sometimes LOL).

I am programming in Objective-C I might go c++ which is more handy for multiple platforms (but not right now).
http://www.teamliquid.net/forum/viewpost.php?post_id=6321864 Epic post.
MrShankly
Profile Blog Joined October 2009
United Kingdom371 Posts
February 03 2012 22:34 GMT
#6
Ah ok, i was already more familiar with C++ syntax, so ive been making my games in C++, i cant stand the obj C syntax .

I use some Objective-C stuff though.... you can mix both in the same file, but it just kinda looks ugly at times so i try not to. The NSString class is just awesome !
DONATE SC2 BETA KEY TO ME PLEASE
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