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