SRB2 Message Board  

Go Back   SRB2 Message Board > SRB2.org > News

Reply
 
Thread Tools Search this Thread
Old 05-13-2016   #281
ManimiFire
Meow Motherfuckers.
 
ManimiFire's Avatar
Default

Quote:
Originally Posted by Nev3r View Post
Can I recommend you about good enemies to Doomship Zone?

First:

Spoiler:
ElectroBuzz


Health Points: 1
Attack: Sparkle Shot
Type: Enemy


Second:

Spoiler:
Crawler

Health Points: 5
Attack: Gaining spike balls and dashing
Type: Enemy


And the final:

Spoiler:
Turret Mobile

Health Points: 15
Attack: Throwing 2 big spike balls
Rage Attack: Gaining 1 mini spike ball each time and dashing
Type: Boss/Midboss

There all work in progress!
__________________
Check out my youtube channel: https://www.youtube.com/channel/UCd1...hUkNvNA93RPI8g
ManimiFire is offline   Reply With Quote
Old 05-13-2016   #282
Shadow Hog
Developer
 
Shadow Hog's Avatar
Default

There seems to be a lot of misinformation in here about framerates. It sounds like a lot of people are thinking that you'd double the internal gamelogic to run at 70Hz or something. I know I've seen the idea floated about, but personally, the better approach would be to keep that ticking at 35Hz, and instead decouple the renderer calls from the gamelogic. That way, the renderer would pump out as many frames as your monitor can support (whether it's a bog-standard 60Hz monitor or a high-end 165Hz monitor), with an option to cap the framerate back to 35Hz for people who prefer it the old way.

Think of ZDoom, or PRBoom, or similar Doom source ports. They don't magically run twice as fast when the framerate is uncapped, because the internal logic is still running at 35Hz; they just linear-interpolate ("lerp") the positioning of things or sector heights in-between tics, resulting in a smoother feel. PRBoom, in particular, can produce and play back demos that are 100% compatible with the original vanilla EXE, even though that renderer is permanently capped at 35FPS.

Though, I should probably note here that I haven't really paid attention to 2.2's development, nor have I been a particularly active participant on the dev team in over a year. I'm not sure this feature is actually in 2.2 (and I'd advise assuming it's not, until somebody else says it is). I'm mostly basing these comments on the public demos Furyhunter put out a few years ago. IIRC it broke the netcode (because of course it did), which is why I'm skeptical about its inclusion officially.
Shadow Hog is offline   Reply With Quote
Old 05-13-2016   #283
K.S.
Formerly Inuyasha
Retired Staff
 
K.S.'s Avatar
Default

And there's a reason none of said source ports turn it on by default; it adds control lag to even single player, and can cause nausea in people. (Case in point: I cannot play with interpolation on. I tried it when furyhunter attempted to do this.)
K.S. is offline   Reply With Quote
Old 05-13-2016   #284
RomioTheBadass
PK3 Fetishist
 
RomioTheBadass's Avatar
Default

Quote:
Originally Posted by 犬夜叉 View Post
And there's a reason none of said source ports turn it on by default.
They do, ZDoom for instance does it :P .
__________________
Sonic 3D Ass : Horrible camera island.
RomioTheBadass is offline   Reply With Quote
Old 05-13-2016   #285
K.S.
Formerly Inuyasha
Retired Staff
 
K.S.'s Avatar
Default

That doesn't make it any better, but TIL.

Also, interpolation doesn't work for everything, so no matter how smooth you want to make the game run, there will always be something displaying at that proper 35 frames per second, and that discrepancy is jarring.

(Linear interpolation is also bad at capturing non-linear moment -- curves and such)

Last edited by K.S.; 05-13-2016 at 09:42 PM.
K.S. is offline   Reply With Quote
Old 05-13-2016   #286
Shadow Hog
Developer
 
Shadow Hog's Avatar
Default

Quote:
Originally Posted by RomioTheBadass View Post
They do, ZDoom for instance does it :P .
PrBoom+ does too, IIRC.
Shadow Hog is offline   Reply With Quote
Old 05-14-2016   #287
Zwip-Zwap Zapony
Please just call me Zappy.
 
Zwip-Zwap Zapony's Avatar
Default

I'm just gonna say I don't mind the game running at 35 frames per second. I'd prefer the levels and gameplay being worked on over 60-FPS support.
Zwip-Zwap Zapony is offline   Reply With Quote
Old 05-14-2016   #288
ManimiFire
Meow Motherfuckers.
 
ManimiFire's Avatar
Default

Quote:
Originally Posted by ManimiFire View Post
Can I recommend you about good enemies to Doomship Zone?

First:

Spoiler:
ElectroBuzz


Health Points: 1
Attack: Sparkle Shot
Type: Enemy


Second:

Spoiler:
Crawler

Health Points: 5
Attack: Gaining spike balls and dashing
Type: Enemy


And the final:

Spoiler:
Turret Mobile

Health Points: 15
Attack: Throwing 2 big spike balls
Rage Attack: Gaining 1 mini spike ball each time and dashing
Type: Boss/Midboss

There all work in progress!
Someone likes the idea?
__________________
Check out my youtube channel: https://www.youtube.com/channel/UCd1...hUkNvNA93RPI8g
ManimiFire is offline   Reply With Quote
Old 05-14-2016   #289
toaster
トースタちゃん
 
toaster's Avatar
Default

We haven't taken enemy ideas from the community for a while, sorry. It's good that you're being creative, but your creativity doesn't have to be directed towards the main game for it to be valid.

That said, some honest criticism: There are very few enemies in SRB2 which are recolours of each-other, the exceptions being the Crawla (the red one isn't used in the main game any more), the Buzz (both of which are only used in THZ) and the Jetty Syn (intended to be AGZ exclusive, but used in ERZ once as well). We're not going to add another type of badnik that looks the same as another in an entirely seperate zone.

Also, 15 hit points is almost as much as Brak Eggman, that's excessive for a non-final boss. 8 is our general upper limit for bosses.
__________________
Quote:
<fickle> giant robo-hood that rips the map apart with her bare hands

Last edited by toaster; 05-14-2016 at 01:59 PM.
toaster is offline   Reply With Quote
Old 05-14-2016   #290
glaber
Emblem Radar Ready
 
glaber's Avatar
Default

if the Jetty Syn is intended for an unlockable level, is there any plans to update the opening sequence to replace them?
__________________
SRB2TP (The Past) 1.08 Now Avaiable
Why wouldn't you glide and climb as Super Knuckles?
glaber is offline   Reply With Quote
Old 05-14-2016   #291
toaster
トースタちゃん
 
toaster's Avatar
Default

As it is, their presence in the intro doesn't make a lick of sense anyways. Chalk it up as one of those things which we'll deal with eventually because it looks stupid but don't really super care about to upheave everything right this moment.
__________________
Quote:
<fickle> giant robo-hood that rips the map apart with her bare hands
toaster is offline   Reply With Quote
Old 05-14-2016   #292
742mph
My work is never done yet
 
742mph's Avatar
Default

Quote:
Originally Posted by toaster View Post
Also, 15 hit points is almost as much as Brak Eggman, that's excessive for a non-final boss. 8 is our general upper limit for bosses.
Actually, Brak takes 12 hits, so a 15-hit boss might be even tougher than him, and thus even less appropriate for Grand Eggship.
__________________
Quote:
<Evilgasm> the opposite of egoraptor is Toa Tahu
742mph is online now   Reply With Quote
Old 05-15-2016   #293
choalover
Just a random person
Default

I wonder why custom maps are so laggy in 2.1.X. This wasn't such a problem back in the 2.0.x era.
__________________
EmpiralMP v1.1.4 Official Thread: https://mb.srb2.org/showthread.php?t=43548
choalover is offline   Reply With Quote
Old 05-15-2016   #294
glaber
Emblem Radar Ready
 
glaber's Avatar
Default

Quote:
Originally Posted by toaster View Post
As it is, their presence in the intro doesn't make a lick of sense anyways. Chalk it up as one of those things which we'll deal with eventually because it looks stupid but don't really super care about to upheave everything right this moment.
Well in my opinion they can make sense as being some of Eggman's elite robots and hence why in normal game play, they currently only appear with him in the intro and in Egg Rock. I don't know if Egg rock will recieve new robots, but I think the Jetty-syns should at least stay around in that zone.
__________________
SRB2TP (The Past) 1.08 Now Avaiable
Why wouldn't you glide and climb as Super Knuckles?
glaber is offline   Reply With Quote
Old 05-15-2016   #295
toaster
トースタちゃん
 
toaster's Avatar
Default

Choalover, custom maps may be laggier for you because they push the boundaries with Lua scripts that aren't super optimised, possibly. If you give some examples, we could try to see what the problem is instead of relying off guesswork. Alternatively, it's a possibility that your computer doesn't like the SDL video output. Have you compared the lag levels of the Direct3D version of 2.1.14 to the SDL version?

Glaber, fair point. They do make a good enemy for that single usage, anyways.
__________________
Quote:
<fickle> giant robo-hood that rips the map apart with her bare hands
toaster is offline   Reply With Quote
Old 05-17-2016   #296
MrBreada
 
MrBreada's Avatar
Default

I haven't played SRB2 or even been active on these forums for quite a while, but I just want to say keep on keeping on. I dunno if people pestering you guys about release dates is still an issue, but personally, I'm not that impatient.

If it isn't obvious already, these guys aren't game-making machines, and have their own things to deal with. Just work at your own pace. It's not like SRB2 is the only thing that we can enjoy in life. :P

P.S. - Can you guys bring back the old Special Stage music? Tunes 50 I think it was? It's very nostalgic to me.
__________________
our game
MrBreada is offline   Reply With Quote
Old 05-18-2016   #297
Monster Iestyn
Friendly Neighbour-Hood
Moderator
 
Monster Iestyn's Avatar
Default

Quote:
Originally Posted by MrBreada View Post
P.S. - Can you guys bring back the old Special Stage music? Tunes 50 I think it was? It's very nostalgic to me.
If you mean as a music choice for custom maps ...pretty sure it's still there.

If you mean as the music for the special stages... have you played them recently? They're totally different to the old ones from 2.0 and earlier now, if you weren't aware. I don't think the old theme would fit most of them now anyway tbh.
__________________
My page stuffed full of MIDI goodness!
The Hitchhiker's Guide to the Robo-Hoodiverse
Timeline of Sonic Robo Blast History!

That's an uppercase i, not a lowercase L, for the record. Also, it's pronounced "Yes-tin".
Monster Iestyn is offline   Reply With Quote
Old 06-07-2016   #298
Sapheros
That guy that ports
Permanently Banned
Default

You guys ARE planning on using CobaltBW's Special Stage music remasters, right?
Sapheros is offline   Reply With Quote
Old 08-14-2016   #299
People's Elbow
Permanently Banned
Default

Why is Doomship/Grand Eggship being made if its the lowest priority? Could 2.2 have ARZ, RVZ and DCZ as well?
People's Elbow is offline   Reply With Quote
Old 08-14-2016   #300
Hybrid
Previously known as "Wagon"
 
Hybrid's Avatar
Default

Because ACZ and RVZ were made first and with the first incomplete acts, so, they are focusing on ACZ and RVZ first.
__________________
I am a mind controller.
Spoiler:
See? I controlled your mind to see this spoiler!
Hybrid is offline   Reply With Quote
Reply

Thread Tools Search this Thread
Search this Thread:

Advanced Search

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are Off
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 03:06 PM.


Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2018, vBulletin Solutions, Inc.