Skip to main content


Showing posts from January, 2016

The Fourth Benchmark: Unity 4.x

Awhile back, I did an entry I called, "A Tale Of Three Benchmarks" where I compared GameMaker Studio, Clickteam Fusion 2.5, and Construct 2 on a simple test to see which could push the most FPS under the following conditions:
1028x800 resolution, windowed.Bullets made up by 2x2 pixel sprites of a single color (black).The bullets would bounce off each other.The bullets would bounce off of the edges of the window.There will be two text displays.  One displaying the frames per second, the other displaying the number of active bullets.Clicking the mouse would generate a projectile at that point of the screen that would careen off at a random angle. I will generate as many projectiles as I can until I hit an average of 50 frames per second, highest projectile count wins.   (This was because a lot of IDE would cap the FPS at 60, so I needed to find a point where the computer was visibly under load.)The build target is always Microsoft Windows, if possible.  That's important, be…

Lacking Structure, I Strive For Unity

On second thought, lets not chicken out and return to GameMaker simply because I was intimidated by the awkwardness of using a powerful open source API like LibGDX.  I have decided to try the middle ground of another specialized game making IDE that still has a WYSIWYG editor, but a lot more robust code support: Unity.

Half of the deciding factor was discovering Timber and Stone, a game made in Unity.  I looked for examples of GameMaker games that could handle large maps made of interactive tiles, and could not find any.  Yet, several such games were created in Unity, with Timber and Stone being a significant example to me.  It suggests to me that GameMaker just can't handle as much data as an interactive tile engine requires.
I did think of a workaround that might work in GameMaker.  Basically, I would circumvent the limitations on the number of GameMaker objects that can be instanced (as custom interactive tile objects) by utilizing a "chunk loading" system, similar to…

Wasting My Time In Elite: Disingenuous

Though I've talked a bit about starting up my game development endeavors again, I have yet to make more than a few tentative first steps.  Instead, I've largely wasted my time playing Elite: Horizons and Craft The World, games I've spoken of before.

In Elite: Horizons (or Elite: Dangerous, same game plus the Horizons expansion), I've finally made enough money mining pristine metallic planetary rings to upgrade from that gorgeous Imperial Clipper to the two ships above it that can actually dock on medium-sized docking pads.

I started with the Fer-De-Lance, a ship that I read described as the ship equivalent of "an armored sportscar" that would typically "be owned by the same kind of person who would own cheetahs."  In practice, it's the nimblest ship to carry a huge weapon hardpoint (along with four medium hardpoints and six utility hardpoints), but has next to no interior room.  In fact, it's rare you'll see one sporting room for more th…

The Engine I Need Vs The Engine I Deserve

After thinking about the last entry for awhile, I came to a realization that what I essentially need for my indie game development endeavors are two entirely different solutions:
A solution to quickly iterate the game concept to something I think it might be worth taking to completion.A solution to harness the maximum platform power in order to present the end game concept optimally.To these ends, it is currently looking like those two solutions are GameMaker and LibGDX.  GameMaker is the fastest iteration-producing IDE I have that still has adequate flexibility to see my ideas to a reasonable, if not completely optimized, production.  LibGDX is currently benchmarking among the fastest 2D API out there so it is a good choice for platform power optimization.

The reason for this dual-pronged approach is to protect me from two problems I would likely encounter.  The first problem is that I might do a ton of programming work only to find out that I don't like the end result: GameMak…

Indie Game Developers' Excuses Vs Not

I have taken my first steps in a really serious run on using LibGDX for development, and thus far I feel rebuffed because this is undeniably a real application programming interface that requires real programming skills.

The good news for me is that I have practiced enough with the "babby" IDE that I actually have quite a good understanding of object orientation, variable scope, programming my own functions/methods, integrating all the files in a project, and so on.

The bad news is that LibGDX manages to be a special kind of Hell anyway.  It's not really LibGDX's fault, as nothing that makes up the API is anything but helpful.  The difficulty is that it's made up of two massively complicated parts:
The Java programming language - I have a lot of respect for Java, the world's first fully object oriented language that has only been getting improved with every passing year.  However, the developers that work with it must be the most patient in the business, becau…