Author Topic: JIGGLY ZONE  (Read 1133 times)

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wilde32

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Re: JIGGLY ZONE
« Reply #30 on: April 30, 2018, 04:15:38 PM »
my compy isnt that bad. should be able to run browser games. but i dunno.

aimaina

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Re: JIGGLY ZONE
« Reply #31 on: April 30, 2018, 04:41:28 PM »
the thing is its not just a browser game, its a browser game written in game maker, so theres an extra layer of garbage
- the game maker code needs to be compiled to javascript. the result of this will generally be much less efficient than hand-written javascript
- then theres the usual garbage: the javascript needs to be interpreted by whatever language the browser is written in. this will be much less efficient than just having a program directly written in [whatever language the browser is written in] (note: i dont actually know how browsers run javascript but im assuming its like this)
- finally the browser is compiled to machine code
usually the more of these layers you have the shittier your program runs. the windows version of JIGGLY ZONE doesnt have the web browser layer, so its much faster

also i think flash games were generally much faster and smoother than html5 games currently are, for technical reasons i dont understand. so if you are thinking of flash when you say "browser games" thats another thing to consider

i guess its also possible JIGGLY ZONE is just not optimized very well but i already did a fair bit of optimization to get it playable in html5 on my machine. i dont know how else i could speed it up sorrey

hubol

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Re: JIGGLY ZONE
« Reply #32 on: April 30, 2018, 04:58:56 PM »
flash ran better because you basically installed a whole virtual machine for it and flash code wasnt interpreted

i dont know anything about html5 games. it doesnt surprise me that it runs poorly on certain machines. it would probably be better if the 60FPS was faked e.g. 30 game logic steps per second with 60 fps and lerping positions to make smooth movement. but im pretty sure game maker doesnt allow that

aimaina

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Re: JIGGLY ZONE
« Reply #33 on: April 30, 2018, 05:04:28 PM »
i probably could have just made the whole thing run at 30fps. 30 looks fine to me honestly i dont know why gamers get up in arms about it

hubol

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Re: JIGGLY ZONE
« Reply #34 on: April 30, 2018, 05:06:25 PM »
but sylvie 60 fps is at the top of the gameing pyramid :'(

aimaina

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Re: JIGGLY ZONE
« Reply #35 on: April 30, 2018, 05:06:45 PM »
i think ocarina of time runs at like 20fps or something and people loved that shit.... . what happened

hubol

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Re: JIGGLY ZONE
« Reply #36 on: April 30, 2018, 05:08:23 PM »
You have to push the hardware's to its limits

Indie games are not pushing the hardwares

Give me that sixty eff pee ess

aimaina

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Re: JIGGLY ZONE
« Reply #37 on: April 30, 2018, 05:15:10 PM »
the JIGGLY ZONE graphics engine can render as many as five unique JIGGLERS on screen at a time.... hows that for pushing the limits?

hubol

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Re: JIGGLY ZONE
« Reply #38 on: April 30, 2018, 05:20:08 PM »
dont forget that the JIGGLERS are generated using AI cloud computing beaming datastreams right into game makers pipeline, allowing for a seamless procedurally-generated gameing experience

SquareWheel

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Re: JIGGLY ZONE
« Reply #39 on: April 30, 2018, 05:39:51 PM »
Guess I'm a puritan but 30fps just feels sluggish and gross now.  Though it probably depends on the genre more than anything.

aimaina

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Re: JIGGLY ZONE
« Reply #40 on: April 30, 2018, 05:41:18 PM »
dont forget that the JIGGLERS are generated using AI cloud computing beaming datastreams right into game makers pipeline, allowing for a seamless procedurally-generated gameing experience
now thats just not true, they are generated using this amazing script
Code: [Select]
var ears,hair,eyes,mouth,hands,feet;
var c_base,c_ears,c_hair,c_eyes,c_mouth,c_hands,c_feet;
var cp; // cute probability
var main_color, alt_color, eye_color;
var col = room_get_color(room);
if argument_count > 0 {
    col = argument[0];
}   

switch(col) {
    case "pink":
        cp[npc_params.ears] = 1;
        cp[npc_params.hair] = 1;
        cp[npc_params.eyes] = 1;
        cp[npc_params.mouth] = 1;
        cp[npc_params.hands] = 1;
        cp[npc_params.feet] = 1;
        main_color = 11;
        alt_color = irandom(rainbow-1);
        ear_color = choose(main_color,alt_color);
        hair_color = choose(main_color,alt_color);
        eye_color = irandom(rainbow-1);
        hand_color = choose(main_color,alt_color);
        feet_color = choose(main_color,alt_color);
    break;
    case "red":
        cp[npc_params.ears] = 0.5;
        cp[npc_params.hair] = 0.5;
        cp[npc_params.eyes] = 0.5;
        cp[npc_params.mouth] = 0.5;
        cp[npc_params.hands] = 0.5;
        cp[npc_params.feet] = 0.5;
        main_color = choose(0,rainbow-1);
        alt_color = irandom(rainbow-1);
        ear_color = irandom(rainbow-1);
        hair_color = irandom(rainbow-1);
        eye_color = irandom(rainbow-1);
        hand_color = irandom(rainbow-1);
        feet_color = irandom(rainbow-1);
    break;
    case "orange":
        cp[npc_params.ears] = 0.5;
        cp[npc_params.hair] = 0.5;
        cp[npc_params.eyes] = 1;
        cp[npc_params.mouth] = 0.5;
        cp[npc_params.hands] = 1;
        cp[npc_params.feet] = 1;
        main_color = 1;
        alt_color = irandom(rainbow-1);
        ear_color = choose(main_color,alt_color);
        hair_color = choose(main_color,alt_color);
        eye_color = irandom(rainbow-1);
        hand_color = choose(main_color,alt_color);
        feet_color = choose(main_color,alt_color);
    break;
    case "yellow":       
        cp[npc_params.ears] = 0.5;
        cp[npc_params.hair] = 0.5;
        cp[npc_params.eyes] = 1;
        cp[npc_params.mouth] = 0.5;
        cp[npc_params.hands] = 1;
        cp[npc_params.feet] = 1;
        main_color = 2;
        alt_color = irandom(rainbow-1);
        ear_color = choose(main_color,alt_color);
        hair_color = choose(main_color,alt_color);
        eye_color = irandom(rainbow-1);
        hand_color = choose(main_color,alt_color);
        feet_color = choose(main_color,alt_color);
    break;
    case "green":       
        cp[npc_params.ears] = 0.5;
        cp[npc_params.hair] = 0.5;
        cp[npc_params.eyes] = 1;
        cp[npc_params.mouth] = 0.5;
        cp[npc_params.hands] = 1;
        cp[npc_params.feet] = 1;
        main_color = (4+irandom_range(-1,1)) mod rainbow;
        alt_color = irandom(rainbow-1);
        ear_color = choose(main_color,alt_color);
        hair_color = choose(main_color,alt_color);
        eye_color = irandom(rainbow-1);
        hand_color = choose(main_color,alt_color);
        feet_color = choose(main_color,alt_color);
    break;
    case "blue":       
        cp[npc_params.ears] = 0.5;
        cp[npc_params.hair] = 0.5;
        cp[npc_params.eyes] = 1;
        cp[npc_params.mouth] = 0.5;
        cp[npc_params.hands] = 0.5;
        cp[npc_params.feet] = 1;
        main_color = (7+irandom_range(-1,1)) mod rainbow;
        alt_color = irandom(rainbow-1);
        ear_color = irandom(rainbow-1);
        hair_color = choose(main_color,alt_color);
        eye_color = irandom(rainbow-1);
        hand_color = irandom(rainbow-1);
        feet_color = choose(main_color,alt_color);
    break;
    case "purple":       
        cp[npc_params.ears] = 0.5;
        cp[npc_params.hair] = 0.5;
        cp[npc_params.eyes] = 1;
        cp[npc_params.mouth] = 0.5;
        cp[npc_params.hands] = 1;
        cp[npc_params.feet] = 0.5;
        main_color = (9+irandom_range(0,1)) mod rainbow;
        alt_color = irandom(rainbow-1);
        ear_color = irandom(rainbow-1);
        hair_color = choose(main_color,alt_color);
        eye_color = irandom(rainbow-1);
        hand_color = choose(main_color,alt_color);
        feet_color = irandom(rainbow-1);
    break;
}

if room_get_alt(room) {
    cp[npc_params.ears] = 0.5;
    cp[npc_params.hair] = 0.5;
    cp[npc_params.eyes] = 0.5;
    cp[npc_params.mouth] = 0.5;
    cp[npc_params.hands] = 0.5;
    cp[npc_params.feet] = 0.5;
    main_color = irandom(rainbow-1);
}

c_base = main_color;
c_ears = ear_color
c_hair = hair_color;
c_eyes = eye_color;
c_mouth = c_base;
c_hands = hand_color;
c_feet = feet_color;

if random(1) <= cp[npc_params.ears] {
    ears = choose(1,2,5,8,9,11,12,15);
} else {
    ears = choose(3,4,6,7,10,13,14);
}
if random(1) <= cp[npc_params.hair] {
    hair = choose(1,2,5,6,7,12,13,14);
} else {
    hair = choose(3,4,8,9,10,11,15);
}
if random(1) <= cp[npc_params.eyes] {
    eyes = choose(1,4,6,8,9,11,12,13,14,15);
} else {
    eyes = choose(2,3,5,7,10,16);
}
if random(1) <= cp[npc_params.mouth] {
    mouth = choose(1,2,3,4,5,6,9);
} else {
    mouth = choose(7,8,10,11,12,13,14,15);
}
if random(1) <= cp[npc_params.hands] {
    hands = choose(1,2,3,5);
} else {
    hands = choose(4,6,7,8);
}
if random(1) <= cp[npc_params.feet] {
    feet = choose(1,2,4);
} else {
    feet = choose(3,5,6,7,8);
}
ears--;
hair--;
eyes--;
mouth--;
hands--;
feet--;

params[0,npc_params.ears] = ears;
params[0,npc_params.hair] = hair;
params[0,npc_params.eyes] = eyes;
params[0,npc_params.mouth] = mouth;
params[0,npc_params.hands] = hands;
params[0,npc_params.feet] = feet;
params[0,npc_params.c_base] = c_base;
params[0,npc_params.c_ears] = c_ears;
params[0,npc_params.c_hair] = c_hair;
params[0,npc_params.c_eyes] = c_eyes;
params[0,npc_params.c_mouth] = c_mouth;
params[0,npc_params.c_hands] = c_hands;
params[0,npc_params.c_feet] = c_feet;

aimaina

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Re: JIGGLY ZONE
« Reply #41 on: April 30, 2018, 05:42:12 PM »
Guess I'm a puritan but 30fps just feels sluggish and gross now.  Though it probably depends on the genre more than anything.
really? does jumper 2 feel sluggish and gross to you these days? it still feels totally fine to me lol

SquareWheel

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Re: JIGGLY ZONE
« Reply #42 on: April 30, 2018, 05:43:45 PM »
I haven't played it in a while but I remember the menu being really problematic and slow compared to the game itself.

I tested 30vs60 fps with Dark Souls 1 by toggling framerate using a mod.  The difference was really significant in how fluid the game felt.

aimaina

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Re: JIGGLY ZONE
« Reply #43 on: April 30, 2018, 05:45:16 PM »
yeah the j2 menu lags like hell and its awful, i meant ingame

SquareWheel

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Re: JIGGLY ZONE
« Reply #44 on: April 30, 2018, 05:59:32 PM »
By the way I tried JIGGLY ZONE the other day.  While it didn't grab me enough to finish (maybe too repetitive?) I thought it was neat to see a mingling of both of your design styles in there.  It felt like a chu game but looked and sounded like a hubs game.

The best way to describe it is something akin to an old 90's cartoon crossover episode.