WIP: Invaders
Community Forums/Monkey Talk/WIP: Invaders
| ||
In HTML5/Flash and Android: http://www.therevillsgames.com/monkey/invaders/invaders.html Using the great Xenon 2000 graphics :) |
| ||
Very Good :) Did you Made Flash game in Monkey? It is shame that I couldnt afford FULL Version Monkey as I am saving Moneys for USA :( Last edited 2011 |
| ||
as I saving Moneys for USA It'll take a lot more than a few bucks to save the USA :-) WIP: Invaders Is the delay between pressing left/right and the ship moving, intentional? |
| ||
Did you Made Flash game in Monkey? Yep :) the delay What delay? errr no... Just tested and when I click the game screen I can press left/right and the ship moves straight away - there is accerlation... What browser are you using Brucey? OS? |
| ||
Could I make Flash game in Monkey demo or Do I have buy the full version Blitz Monkey to make Flash game? |
| ||
Could I make Flash game in Monkey demo or Do I have buy the full version Blitz Monkey to make Flash game? You asked exactly the same question on Indiecodez last night. The demo cannot do anything beyond HTML5.You have to pay for it to do anything else. |
| ||
Interesting to compare them side by side :) One question though, where are the invaders? :S |
| ||
Nice! I tried it in Firefox and Chrome and noticed no delay between key presses and movement. |
| ||
no delay here either, nice little demo |
| ||
where are the invaders? They are Work In Progress Invaders :P Soon ;) Anyone tried the Android version yet? Last edited 2011 |
| ||
35 to 40 FPS on my Galaxy S. Accelerometer, touch, graphics, and sound all working I am getting a really sluggish feel to the game though. I don't know why Monkey demos are performing badly on my phone How is it running on your phone? |
| ||
You have to pay for it to do anything else. Looks like I might be treating myself at the start of next month to full on Monkey, I've got some Blitz3D that I can focus on in the mean time ;) Last edited 2011 |
| ||
Slight update.... Invaders... now contains Invaders :P This has really slowed the Android version down some what!!! I now get 25-30FPS when playing... I'd hate to see what Jim gets! (before the Invaders were added I was getting 50+FPS). ![]() |
| ||
25 to 30 FPS. Same as you Initially the game started out painfully slow (5 FPS) for ~10 seconds then stabilised at 25 .. 30 FPS Incidently, pressing BACK key then HOME I see task manager reports the game is eating 10% CPU time. This is bad. Android shows the app as red. It suggests to me the game is still running (timers are firing away) Last edited 2011 |
| ||
It shows 60FPS on HTML-5. I like the graphics of the spaceship and the aliens, moody background. Problem is, with this collision test it's already enough just to stand at one position and hitting space as fast as you can, i stopped hitting poor spacebar on level 13. Either you have to improve the collision test or at least make the asteroids non destructable, so that the player is forced to move from time to time. Last edited 2011 |
| ||
Why dont you reduce Invaders on the screen like from 5 in rows to 3 in rows to keep the framesrate up on smart phone would be good idea.....as I guess I am guessing as I dont know much about getting high framerates on smart phone |
| ||
i stopped hitting poor spacebar on level 13 youve got a longer attention span than i |
| ||
I created a simple app to test what FPS I can get on my phone. I can get a maximum of 112 FPS. Anyone else want to test? -> BounceBall APK The spinner can be used to set the number of ticks per second. The lower the value the fast the update rate Switching the accelerometer on/off has no notable performance hit on my device ![]() Last edited 2011 |
| ||
Timer:0 Accel:off FPS 54-61 (every time I touch the screen FPS drop to 47 for 1 sec) Timer: 5 Accel:off FPS 55-61 Timer: 10 Accel:off FPS 34-41 Timer: 10 Accel:on FPS 32-39 LG Optimus ONE |
| ||
It suggests to me the game is still running Mark is aware of this, and have told me that he has fixed it... awaiting the next version of Monkey :) Problem is, with this collision test it's already enough just to stand at one position Yeah I know... still WIP :P Why dont you reduce Invaders on the screen like from 5 in rows to 3 in rows to keep the framesrate up on smart phone would be good idea Thats so good... I already did it :P In Android you only 4 x 4 aliens, for Flash/HTML5 you get 8 x 5. @Jim, Ill test it when I get I home from work - how did you write the app? Last edited 2011 |
| ||
Just tested your bouncing ball app Jim: Timer: 10 Accel:off FPS 38-41 Timer: 10 Accel:on FPS 39-42 I you hold your finger on the screen FPS drops below 22. Oh... and I could one just see the accelerometer button, only could just touch it :P |
| ||
Jim, I get 111-112 fps with 0 m/secs timer. (does not matter if Accel is enabled) We might have the same phone. I have a Samsung Vibrant (Galaxy I9000). Jason |
| ||
Nice tech demo Revills! Thanks for sharing, a couple of questions if you don't mind. :) Are you using delta time for moving things around? Did you set the flash frame rate at 60? Thx! |
| ||
Are you using delta time for moving things around? Yep - using the Delta timing sample code by James Boyd (its included with Monkey) Did you set the flash frame rate at 60? Yes... Ive messed with other values, but 60 seems good :) |
| ||
Any chance of an updated Android version? I see Mark is now using GL for Android and improved the pause/resume situation. It would be nice to test this improvement on my phone |
| ||
Thanks for reminding me Jim :) Ive uploaded the OpenGL version. |
| ||
I'd be curious too to see if the change to GL for Android in the l;atest monkey release would affect your framerates much... |
| ||
There is a quite a performance increase from the Canvas to OpenGL, it plays a lot smoother on my phone. http://www.therevillsgames.com/monkey/invaders/MonkeyGame.apk Looking at the generated Java that Monkey spits out, Monkey is still using Bitmaps... have to see how well it goes with a tilemap etc. If you watch this video: http://www.youtube.com/watch?v=7-62tRHLcHk Around 18:23, you can see that the developer has used textures for the sprites and VBOs for the tilemap. Last edited 2011 |
| ||
Thanks theevils Performance is a whole lot better now. On my Galaxy S the game never dips below 63FPS Also the game is pausing nicely when I press HOME. That is, all sounds stop playing and CPU usage falls to ~0.6% One slight glitch, the background does not fill the entire screen. There is around 8% unused at the bottom so anything drawing there (such as the lower part of the ship) will leave old graphic trails Still, a big improvement since the first release! |