I figure the shop could be called via LunaLUA. Have an NPC that says a line and triggers an event when spoken to. Said event does nothing on its own, but triggers a LUA script that opens the shop. Yea or nay?
If I understood Enjl right, then the Shop is more aimed in a Worldmap Base.
I figure the shop could be called via LunaLUA. Have an NPC that says a line and triggers an event when spoken to. Said event does nothing on its own, but triggers a LUA script that opens the shop. Yea or nay?
If I understood Enjl right, then the Shop is more aimed in a Worldmap Base.
In the post where I mentioned the idea of it being available on the worldmap, I also mentioned it being available as an npc or similar system in the same implementation.
Is it possible for the next release be targetted at the quality of life changes/optimization? Like reducing lag, reducing loading time etc.
The framework isn't glaringly unoptimized. The preview builds already included massive improvements for load time and performance. There's gonna be more performance improvements here or there, but the most reliable way to get better performance out of the game is by running it on a PC of this decade.
The framework isn't glaringly unoptimized. The preview builds already included massive improvements for load time and performance. There's gonna be more performance improvements here or there, but the most reliable way to get better performance out of the game is by running it on hardware that's less than ten years old, if possible.
It's like a massive paper doll game, graphics drawn on top of graphics on top of graphics on top of A/B/C/X/Y/Z functions. Of course it's going to be a resource hog on older hardware; be even more so if it were Mode 7 and/or 3D.
The framework isn't glaringly unoptimized. The preview builds already included massive improvements for load time and performance. There's gonna be more performance improvements here or there, but the most reliable way to get better performance out of the game is by running it on hardware that's less than ten years old, if possible.
It's like a massive paper doll game, graphics drawn on top of graphics on top of graphics on top of A/B/C/X/Y/Z functions. Of course it's going to be a resource hog on older hardware; be even more so if it were Mode 7 and/or 3D.
Not quite.
The majority of time spent currently is on calls between C++ and Lua, and trying to get references to objects. The biggest performance boosts we're looking at in the future are when we have hooks into all the spawn/kill scenarios for objects. Once we have persistent references to all NPCs, for instance (even if the array gets reshuffled), we can change NPC.get-like calls to no longer request information from C++, handling all of that internally.
Rendering takes a backseat to even performing logic that needs to communicate across C++. If you have a level with mutant vines right now and there are 500 vine NPCs around, they significantly contribute to per-frame logic because they're offscreen and doing onscreen checks to C++ every frame. All 500 of them, sending requests to C++ individually. We're working on ways to combat this so that people who struggle (people who bought office laptops that were never designed for gaming) can play the game at a decent framerate.
Yeah I know they are working on smbx2 beta4. But when will smbx2 ever stop having betas? Its been so long and they still haven't made the full game! Is beta4 the last beta
It is just the way it is. It's in fact good to not have any release date because "nothing gets finished in time". The game is already quite decent and Beta 4 will come out at some point, meaning that episodes with PAL content will also be playable then.
A programming process of this kind and scope naturally comes with a lot of bugs and other troubles.
From what I know, Beta 5 will rehaul the additional characters. Anything after that is uncertain.
also please pay attention to what the subforums are for, you originally posted this in the completely wrong place
We are "making the full game" (aside from it being a game engine, not a game) every day. If you would like us to, we could stop with betas, which would do nothing for you other than you getting overall less versions to play around with. It's not gonna make development go faster.
FPP, I think we already kinda agreed on saying that it's more of an individual problem on your end. It's really starting to get annoying that you bring it up over and over.
Anyway. Under what circumstances does the score reset on the lunatester? Is there an individual score for every level?