Anyone working on super large projects?

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Re: Anyone working on super large projects?

Postby Zivouhr » Wed Jun 11, 2014 2:05 am

Thanks for the replies Hares and Skydereign.

The problems aren't game breaking, but they do limit what I can do, as in the case with the tiles especially. Where would I be able to find the tile count to see how many tiles I have?

When I delete tiles, the tiles that were disappearing (mostly the animated water tiles) reappeared, and when I added more tiles again, they disappear again. I will have to double check to see if they are missing in the exe file, thanks for the suggestion Hares.

I have a big landscape with infinite tiles for some backgrounds, and about 9 large underground tombs to explore.
Once the game's complete, I'll post some screenshots and possibly more.

Thanks!
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Re: Anyone working on super large projects?

Postby Zivouhr » Tue Jun 17, 2014 12:56 am

Hares wrote:
Zivouhr wrote:LIMITED TILE COUNT: TILES BEGIN DISAPPEARING DURING GAMEPLAY:
And for tiles, in my large file, if I reach a certain amount of onscreen tiles/animations, even though in the editor window everything is visible, when playing, the zdepth tiles/sprites all the way to the right (fully forward) begin disappearing randomly. The more I add, the more disappear within the game until I delete a bunch of animated tiles or still tiles, like deleting animated water, which I had to replace with still water since it can't fit anymore without disappearing.

The same happened with me, but it was just happening in the game preview. When I exported to an .exe file the tiles all appeared.
In my case the tiles would usualy dissapear when I reloaded the level while in game.


Thanks for the tip Hares. I went back last week and tested it out, and added the expanded map that I originally was hoping for. On preview, even my character disappeared along with many other items to determine what was happening, but once I exported, everything was there as hoped.
I'm guessing when all is motionless and the engine's not running, many tiles can appear in the editor, though when the editor begins, it can only handle a limited amount and therefore required the export to see the game as it should be.

Very happy to see the game had more room to expand! Thanks again! :D
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Re: Anyone working on super large projects?

Postby sonicforvergame » Sun Jun 29, 2014 7:22 am

@zivour
hey sorry i didn't respond to sonic HD when you asked but i haven't being using GE for the past 3 month i had final exams and such but now i am back
Talking about sonic HD it is a gigantic process to make every thing HD and the scripting will be altered to make the game easier .An example i Green hill zone the map of act 1 and 2 took me 5 ours to make so that will be identical to the original sonic the map alone with basic ring animation (30 frames for the rings=a lot of detail and memory) took about 20 MB and that without sonic.If you add sonic movement animation and jump and also spin dash the game of ACT 1 was about 40 MB big,and do not forget that there are still music enemies and much more stuff...anyway i experienced a lot of bug with SONIC HD it was extremely uncooperative and failed to load many times...That is why it is more than a game in progress and i think it will go on for about 2 years or less

ALL of this is because i am Working on And RPG game that should be so detailed that it will last for many month even years ,since i am probably doing everything alone...I started a topic about it but it failed over the time and making a HIGH EXPERIENCE team of coders and Mappers and other thing isin't easy because i am not extremely experienced in coding.This Next Game Will be called i Think :"Adventure to Draconia: the last Dragon"
It is my main concern and will be bigger than Sonic HD about 10 times since there is the storyboard the custom music and ART.As for the art of the game it wont be like sonic HD it is pure and new ideas nothing taken from any game i hope and all of that is made on a Wacom with Photoshop CS5 instead of a mouse and Photoshop CS4 as i prevuosly used fo sonic HD

So that is basicly it Zivour i hope i cleared your mind about sonic HD :)
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Re: Anyone working on super large projects?

Postby Zivouhr » Fri Jul 25, 2014 4:01 am

sonicforvergame wrote:@zivour
hey sorry i didn't respond to sonic HD when you asked but i haven't being using GE for the past 3 month i had final exams and such but now i am back
Talking about sonic HD it is a gigantic process to make every thing HD and the scripting will be altered to make the game easier .An example i Green hill zone the map of act 1 and 2 took me 5 ours to make so that will be identical to the original sonic the map alone with basic ring animation (30 frames for the rings=a lot of detail and memory) took about 20 MB and that without sonic.If you add sonic movement animation and jump and also spin dash the game of ACT 1 was about 40 MB big,and do not forget that there are still music enemies and much more stuff...anyway i experienced a lot of bug with SONIC HD it was extremely uncooperative and failed to load many times...That is why it is more than a game in progress and i think it will go on for about 2 years or less

ALL of this is because i am Working on And RPG game that should be so detailed that it will last for many month even years ,since i am probably doing everything alone...I started a topic about it but it failed over the time and making a HIGH EXPERIENCE team of coders and Mappers and other thing isin't easy because i am not extremely experienced in coding.This Next Game Will be called i Think :"Adventure to Draconia: the last Dragon"
It is my main concern and will be bigger than Sonic HD about 10 times since there is the storyboard the custom music and ART.As for the art of the game it wont be like sonic HD it is pure and new ideas nothing taken from any game i hope and all of that is made on a Wacom with Photoshop CS5 instead of a mouse and Photoshop CS4 as i prevuosly used fo sonic HD

So that is basicly it Zivour i hope i cleared your mind about sonic HD :)


Thanks, the Sonic HD game sounds like a ton of work. Yes, that helps. I am relieved to hear my game is not the only one that goes into the 40 MB+ and higher range, my game currently 100 MB on PC and Mac which I feel is too many MegaBytes for a platforming game. I keep thinking back to the Sega Genesis/Mega Drive and how a lot of those games were 8 MB or 16 MB games. How were they able to get their games so small in size? Were the graphics a lot smaller and then they enlarged the graphics with the smaller resolution that fills up the game screen? Like Sonic the Hedgehog 1, 2, 3 and Sonic and Knuckles.

Replicating a game is a big challenge, but I bet you learned quite a bit from the process also. I bet you were able to get some of the Parallax Scrolling backgrounds Sonic is known for if you were able to replicate the complexity of Sonic himself, at 20 MB of memory. Great job! Thanks for the info too on your new RPG. That sounds great. How far along would you say you've progressed so far? 50% complete or less? Thanks.

--------------
PARALLAX SCROLLING: GIves the illusion of depth and three dimensions when in movement.
For those wondering about parallax scrolling, there is a very helpful thread to search on this forum, with the Ninja Bamboo background that gives a vital tip on how to get parallax. I assigned the coding logic to my player's left and right movements, and it works great for several layers of mountains in the backgrounds, using infinite tiles, or you could do it with placed tiles which is a little trickier to manage depending on the situation.

On the topic of large games, is 100 MB too big for a very large Game Editor Platforming open land adventure game? The game is complete, but just testing it out on a few different computers. I'm working on a much smaller demo version of it that I'll post soon.

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Re: Anyone working on super large projects?

Postby sonicforvergame » Fri Aug 01, 2014 6:36 am

Hey again Zivour;
So first of all i think that games on the genesis that were 16 mega bytes because i think that the engine that Sega used wasent like game editor i don't know if Game Editor needs more memories for all the code you write and make but i think it is the logical explanation
now Second of all for parallax scrolling: In sonic the clouds keep moving as you said and as you go faster the clouds move faster making this code is extremely basic i am sure you were able to do it from the view of your screenshot but do not worry if you need anything i can still upload my Demos and others engines

Finally last part AS for adventure in draconia"the last dragon" this game is really IMMENSE it may sound like bragging but this game is extremely in depth and detailed i was so exited of making it i decided that if it end up being as great as i think i would commercialize it.Now as far as i am in the progress
CODING: 5% i really just worked on the intro of the game and the main menu so there is basically NO game play just the loading screen and the main menu
Graphics: 20% it may sound good but i actually have made 20 % of all the graphics if i recall there are at least 50 objects for every character multiply it by 4 equal 200 images add all the background 220 images add the textures for the ground 240 images add ALL the enemies including they're different forms (50 different enemies x 4 evolution =200) and you get already 440 images and to that the cities and every aspect of them (10 cities by 5 areas in every cities=50) and we now get 510 images and all of that is int finished i can't continue since i should update the main page so there must be at least 700 images to make and make animation to them so to end the chit chat i made about 150 images out of 700
Music: 50 % there are many songs but they are quite small and loop so i did create them but i still didnt record the since they will use real instrument or i will probebly use a program

That is abot it Zivour and everybody if you want to ask question be sure to leave them on the original topic
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Re: Anyone working on super large projects?

Postby Zivouhr » Sat Aug 02, 2014 10:22 pm

Adventure in Draconia sounds epic in size. I can understand how it could end up taking years instead of months. Best success with the game! Thanks for the explanation on Game Editor's files and graphics in comparison to Genesis. I'm also thinking the Genesis would resize the smaller graphics much larger to fit the screen ratio, so they probably saved memory that way too at the expense of lower resolution.

Let us know when you are at 50% or make a major advance in your giant RPG game. 8)
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Re: Anyone working on super large projects?

Postby knucklecrunchgames » Sun Aug 03, 2014 1:28 am

This topic still happening?
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Re: Anyone working on super large projects?

Postby Zivouhr » Sat Aug 09, 2014 12:57 am

knucklecrunchgames wrote:This topic still happening?


Yes, a very good topic for game developers and the things involved with making a bigger game. I've seen a lot of games offered here in the 25 MB and smaller range. Is 100 MB too big for an audience to download an Indie game, or are they looking for smaller games 50 MB and smaller most times? I'm guessing with today's faster computers, a lot of bigger indie games can be 1 GB in size and still gain an audience.

Here's one more question for big games being made with Game Editor:

I see Game Editor is compatible with Windows 95 up to Windows 7. Has anyone tested your large game made in Game Editor on Windows 8 and the latest version of Maverick on OSX Mac? Thanks for anyone who can answer this important question.
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Re: Anyone working on super large projects?

Postby skydereign » Sat Aug 09, 2014 2:55 am

Zivouhr wrote:Is 100 MB too big for an audience to download an Indie game, or are they looking for smaller games 50 MB and smaller most times? I'm guessing with today's faster computers, a lot of bigger indie games can be 1 GB in size and still gain an audience.

Unless you are targeting a mobile device from my experience it doesn't matter too much. From the people I know, none of them would not play a game because it was a little big. Then again if you can optimize down the size at all you should. Reducing download times has been linked to increased user retention. If they get bored downloading your game you are in trouble.

Zivouhr wrote:Has anyone tested your large game made in Game Editor on Windows 8 and the latest version of Maverick on OSX Mac?

The largest game I've tested was ApaliaHD Ep 2 which was 143 MB. It ran as one would expect on windows 8 and mavericks. It did run slow on mavericks but that is the fault of the computer running it being four plus years old.
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Re: Anyone working on super large projects?

Postby bat78 » Sat Aug 09, 2014 6:55 am

skydereign wrote:
Zivouhr wrote:Has anyone tested your large game made in Game Editor on Windows 8 and the latest version of Maverick on OSX Mac?

The largest game I've tested was ApaliaHD Ep 2 which was 143 MB. It ran as one would expect on windows 8 and mavericks. It did run slow on mavericks but that is the fault of the computer running it being four plus years old.


I had only a module of a project of mine which was 445 mbs.
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Re: Anyone working on super large projects?

Postby knucklecrunchgames » Sat Aug 09, 2014 12:40 pm

skydereign wrote:
Zivouhr wrote:Is 100 MB too big for an audience to download an Indie game, or are they looking for smaller games 50 MB and smaller most times? I'm guessing with today's faster computers, a lot of bigger indie games can be 1 GB in size and still gain an audience.

Unless you are targeting a mobile device from my experience it doesn't matter too much. From the people I know, none of them would not play a game because it was a little big. Then again if you can optimize down the size at all you should. Reducing download times has been linked to increased user retention. If they get bored downloading your game you are in trouble.

Zivouhr wrote:Has anyone tested your large game made in Game Editor on Windows 8 and the latest version of Maverick on OSX Mac?

The largest game I've tested was ApaliaHD Ep 2 which was 143 MB. It ran as one would expect on windows 8 and mavericks. It did run slow on mavericks but that is the fault of the computer running it being four plus years old.


I am working on my new game. Could GE handle a size file like a wii or xbox game? Or would It start crashing?
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Re: Anyone working on super large projects?

Postby NightOfHorror » Sat Aug 09, 2014 3:52 pm

Wii or Xbox size game!!!! You realize if you were to work on a game that size, that would take forever, as those games had hundreds of people helping!!!>dslkf;sdlfkj :shock:
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Re: Anyone working on super large projects?

Postby knucklecrunchgames » Sat Aug 09, 2014 4:15 pm

NightOfHorror wrote:Wii or Xbox size game!!!! You realize if you were to work on a game that size, that would take forever, as those games had hundreds of people helping!!!>dslkf;sdlfkj :shock:


Yes I know it would take a while but what I want to know is it possible for ge to make a game that size.
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Re: Anyone working on super large projects?

Postby Zivouhr » Sun Aug 10, 2014 11:25 pm

skydereign wrote:
Zivouhr wrote:Is 100 MB too big for an audience to download an Indie game, or are they looking for smaller games 50 MB and smaller most times? I'm guessing with today's faster computers, a lot of bigger indie games can be 1 GB in size and still gain an audience.

Unless you are targeting a mobile device from my experience it doesn't matter too much. From the people I know, none of them would not play a game because it was a little big. Then again if you can optimize down the size at all you should. Reducing download times has been linked to increased user retention. If they get bored downloading your game you are in trouble.

Zivouhr wrote:Has anyone tested your large game made in Game Editor on Windows 8 and the latest version of Maverick on OSX Mac?

The largest game I've tested was ApaliaHD Ep 2 which was 143 MB. It ran as one would expect on windows 8 and mavericks. It did run slow on mavericks but that is the fault of the computer running it being four plus years old.


Thanks for the reply SkyDereign. Okay, that sounds good. Yes, I tested optimizing my game as much as possible, and it ends up being 100 MB. At one point, I got it down to 85 MB, but then kept adding more sprites and landscape and Tombs. Good to hear it can operate on those systems, even if it's slow. Thanks.
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Re: Anyone working on super large projects?

Postby sonicforvergame » Fri Aug 22, 2014 8:50 am

knucklecrunchgames wrote:
NightOfHorror wrote:Wii or Xbox size game!!!! You realize if you were to work on a game that size, that would take forever, as those games had hundreds of people helping!!!>dslkf;sdlfkj :shock:


Yes I know it would take a while but what I want to know is it possible for ge to make a game that size.


I dont know if you intend to make a wii or xbox sized game but something is clear, you have probably made a game like zivour that is about 85 MB right ? well as i said Gaming companies dont use GE to make game the editor they use probably need less amount of Actor and the coding render the data to a smaller size. so Knux dont get this bad but if your game is about 50 Mb then it is because of excessive coding and action if you reduce the codes To A Code then the amount of MB will decrease and use the "clone" functions they will decrease the number of actors which means less image which leads to less MB
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