Playmaker Forum

PlayMaker News => Work In Progress... => Topic started by: KellyRay on January 18, 2014, 08:56:06 PM

Title: 100 Orcs WIP
Post by: KellyRay on January 18, 2014, 08:56:06 PM
Hi Playmaker community!

I just wanted to share with you a project I am working on. I began this project two weeks ago and already seeing leaps and bounds in terms of development. All of which would not have been possible without this plugin. So thank you.

I am calling this porject 100 Orcs. It will be a comical little side scroller about a peasant boy sent to slay the orcs that have invaded the Princess's kingdom.

(http://forum.unity3d.com/attachments/screen-shot-2014-06-06-at-1-48-54-pm-png.103772/)

 That being said, this is the latest webplayer and tech demo I've put together:

https://dl.dropboxusercontent.com/u/39578945/100%20Orcs%20WIP/100%20Orcs%20Proto.html (https://dl.dropboxusercontent.com/u/39578945/100%20Orcs%20WIP/100%20Orcs%20Proto.html)

Right now I am working on the combat systems and the enemy AI. Any feedback will be much appreciated!
Title: Re: 100 Orcs WIP
Post by: colpolstudios on January 19, 2014, 03:18:22 AM
suggestions:

A health bar on each enemy

A players health bar

possibly use spacebar for jumping.

All that said excellent graphics what system are you using for the sprites?

How do i get past the wall?
Title: Re: 100 Orcs WIP
Post by: KellyRay on January 20, 2014, 12:37:07 PM
All good suggestions and will defiantly get in there. I am focusing most of my energy on making the combat and movement solid before I tackle the GUI and things of that nature.

Can't get past the wall just yet! February will be my real level design phase. I still need to implement a few more things in to the character before I do that.

I am actually using Blender for the sprites. The characters are will be skinned meshes on planes attached to bones. I had such a hard time trying to do a sprite sheet that I gave up entirely and went with something I knew.
Title: Re: 100 Orcs WIP
Post by: KellyRay on February 01, 2014, 01:34:07 AM
Friends,

I've updated my prototype! This is the very first level. Super simple and the goal is to teach you how to jump and swing a sword.

I've still got a few more dangerous things to add but overall I'm pretty pleased!

Enjoy!

https://dl.dropboxusercontent.com/u/39578945/100%20Orcs%20WIP/100%20Orcs%20Proto.html (https://dl.dropboxusercontent.com/u/39578945/100%20Orcs%20WIP/100%20Orcs%20Proto.html)
Title: Re: 100 Orcs WIP
Post by: colpolstudios on February 01, 2014, 07:15:41 PM
Coming on really well.

I like the way you inform the user of the keys to move and the camera looking forward to show you the objective at the right point.

As blender user myself. I like your use of blender to create the sprites very well done in deed.

your style within the area is unique and well presented.

keep us informed well done

Title: Re: 100 Orcs WIP
Post by: Redhawk on February 01, 2014, 09:35:20 PM
The elevator needs to pause for a few seconds at the top and bottom.  This will make it less frustrating for people.

Also, Z is a very odd key to use.  Most people use both hands when playing.  If you are going for 1 handed play, I would suggest making Z or Space to use sword.  Also you will want to allow players to change key layout, but that will obviously complicate things.

It's an appealing start.  I like the graphics.  Like I've seen many places, make it easy, especially the tutorial.  On that note, I would suggest a popup when you get to the lift hinting to go explore to the left.
Title: Re: 100 Orcs WIP
Post by: colpolstudios on February 03, 2014, 03:50:01 PM
@ KellyRay how did you make the instructions fade?

I love the effect and would like to do the same but i could not figure out how.

Would you mind sharing?

I think I have it sorry for taking up your time
Title: Re: 100 Orcs WIP
Post by: cloud03 on February 03, 2014, 08:50:26 PM
Wow this is looking really good, and I've tried it, loving the feel and the control....

Just wondering though, how are the one way platform are being done? can you share the techniques?
Title: Re: 100 Orcs WIP
Post by: KellyRay on February 08, 2014, 09:59:25 PM
Thank you all for the feedback!

I apologize for not responding to the thread. Last week and a half has been super crazy. Recently hired for a full time gig which has been a blast but has not allowed me the time to even think about this side project.

That will inevitably hurt the timeline for finishing this. But never fear I will get this done. That being said...

@cloud03 The one way platforms were pretty tricky at first. But I think it works alright once you get use to the workflow. I have a manager object that sends a raycast just underneath the platform. If it hits the player, the box collider is disabled. When the player is no longer in the ray cast the collider is enabled allowing for the collision.

@colpolstudios The instructions fade in and out is done with an ease color variable in the AnimateVariables section. You assign the color of the GUI text to an FSM color variable with the set property action. Tell it to do every frame. Then you ease the animation of the color variable from one color to another.

Title: Re: 100 Orcs WIP
Post by: cloud03 on February 08, 2014, 10:59:31 PM
Why didn't I think of that?

Thanks a lot for the insight!!
Title: Re: 100 Orcs WIP
Post by: KellyRay on February 10, 2014, 01:10:32 PM
I've updated the webplayer! Check it out and tell me what you think!

https://dl.dropboxusercontent.com/u/...s%20Proto.html (https://dl.dropboxusercontent.com/u/...s%20Proto.html)
Title: Re: 100 Orcs WIP
Post by: colpolstudios on February 11, 2014, 08:48:37 AM
I am getting a drop box error :(
Title: Re: 100 Orcs WIP
Post by: KellyRay on February 11, 2014, 12:02:20 PM
I will check into that.
Title: Re: 100 Orcs WIP
Post by: KellyRay on February 15, 2014, 08:58:39 PM
Try this link!

https://dl.dropboxusercontent.com/u/39578945/100%20Orcs%20WIP/100%20Orcs%20Proto.html (https://dl.dropboxusercontent.com/u/39578945/100%20Orcs%20WIP/100%20Orcs%20Proto.html)
Title: Re: 100 Orcs WIP
Post by: KellyRay on February 26, 2014, 11:57:29 PM
Friends,

I've updated the webplayer. I've added a cut scene. Let me know what you think!

https://dl.dropboxusercontent.com/u/39578945/100%20Orcs%20WIP/100%20Orcs%20Proto.html
Title: Re: 100 Orcs WIP
Post by: KellyRay on June 25, 2014, 05:26:07 PM
Hi friends!

Been a very long time since an update. The game's aesthetic has changed very dramatically!

Here's the webplayer: https://dl.dropboxusercontent.com/u/39578945/100%20Orcs%20Proto/100%20Orcs%20Proto.html

And here are some screenshots:

(http://forum.unity3d.com/attachments/screen-shot-2014-06-06-at-1-48-54-pm-png.103772/)

(http://forum.unity3d.com/attachments/screen-shot-2014-06-25-at-4-20-45-pm-png.105089/)
Title: Re: 100 Orcs WIP
Post by: jess84 on June 25, 2014, 06:00:33 PM
Wow, the build is looking great!

Out of interest, how are you doing the camera shake? iTween Shake?
Title: Re: 100 Orcs WIP
Post by: KellyRay on June 25, 2014, 09:00:11 PM
I actually googled a random camera shake script. Stuck it on my camera and I enable and disable it when I send a camera shake event.
Title: Re: 100 Orcs WIP
Post by: KellyRay on July 03, 2014, 06:28:37 PM
New Updated web player: https://dl.dropboxusercontent.com/u/39578945/100%20Orcs%20Proto/100%20Orcs%20Proto.html (https://dl.dropboxusercontent.com/u/39578945/100%20Orcs%20Proto/100%20Orcs%20Proto.html)

AD to move left and right, W to jump, mouse 1 to swing sword.

Heres what I added:

Kill Count
New Orc Enemy
Revamped the camera (You can see passed the level as this moment and where the orcs spawn, I'm not concerned about this yet)
Your goal is to kill 100 Orcs. Please let me know what you think about the difficulty. Too easy? Too Hard? Not fun? What ever.

Thanks!
Title: Re: 100 Orcs WIP
Post by: jess84 on July 03, 2014, 07:22:42 PM
I'll have a proper play and give back some feedback tomorrow.... but some initial issues...

It might be worth putting a splash screen in sooner rather than later, to give a description of the controls. (players testing it for you would then be more likely to continue with it)

There are some serious performance issues going on quite early. Have you thought about using pooling for your enemies?

Title: Re: 100 Orcs WIP
Post by: KellyRay on July 03, 2014, 08:30:22 PM
Hey Jess,

Thanks for the quick feedback. I am using Path-o-logics pool manager addon to spawn and despawn the orcs. I will defiantly add a controls thing to the next build which will be fairly soon! I might try to add a FPS ticker at the top as well to see if you can determine when you see the performance issues.
Title: Re: 100 Orcs WIP
Post by: jess84 on July 03, 2014, 09:41:15 PM
Great!

I'm using FPS graph which was €5 from the asset store, totally worth it. There's also a playmaker action to save the framerate to a float.

It seemed to slow down when 6-8 enemies were onscreen. But I can look again properly tomorrow when I'm back on my PC.
Title: Re: 100 Orcs WIP
Post by: jess84 on July 03, 2014, 09:50:01 PM
Btw, one design suggestion that might increase replayability...

Combo counter!  So when you kill an orc, generate  a score, and start a timer of a few seconds, if the player kills the next orc within the time limit,  give a score multiplier (e.g. X2), start a new timer, repeat. or if they fail to kill within the timer, just add a regular score.  That would add a secondary challenge without needed to alter gameplay.

Anyway, just a thought  :)
Title: Re: 100 Orcs WIP
Post by: KellyRay on July 04, 2014, 09:25:19 AM
I think that idea is great actually. Some people are reporting that their orcs stop spawning at around 80 or 70. I haven't had this issue yet but I wonder if that would be alleviated if there was counting backward method and a score would be based on combos.
Title: Re: 100 Orcs WIP
Post by: jess84 on July 04, 2014, 09:36:47 AM
Maybe use Game Analytics to track orcs spawned and orcs killed by your players, to give you a definite idea of what's going on?

The playmaker actions are simple, as is the setup and web side management on their control panel.
Title: Re: 100 Orcs WIP
Post by: colpolstudios on July 04, 2014, 09:47:16 AM
I find that the game lags to the point were it becomes impossible to move.

only managed to kill four orcs, whats the second small counter in black?

possibly a knock back could be helpful for the player as a upgrade to knock orcs back to give the player a bit of breathing space.


Title: Re: 100 Orcs WIP
Post by: jess84 on July 04, 2014, 09:51:42 AM
Or perhaps a sword with a slightly longer reach, so that you're killing them before they can get too close to you.
Title: Re: 100 Orcs WIP
Post by: jess84 on July 04, 2014, 02:37:48 PM
I just replayed the latest version. (with the fps indicator)

I managed to get to 32 before dying :)

Something weird is going on, sometimes after I'd died, and was surrounded by 6-7 orcs, the frame rate would drop to 3fps. Other times, I died and was surrounded by 10 and it was a consistent 20fps.  All in all the framerate seems to be a consistent 60fps when walking/jumping/killing.

You might want to consider going for the 30day Unity Pro trial to access the profiler. It really helped me identify my performance problems. (and as long as you don't use any Pro features you can then just end your trial and go back to the free version without any problems)
Title: Re: 100 Orcs WIP
Post by: KellyRay on July 04, 2014, 11:11:20 PM
Thanks for the feedback gents! Thats a shame about the lag. I will need to try my web player on a different computer I suspect. I can't seem to replicate any of performance issues. And you guys aren't the only ones that have told me this.
Title: Re: 100 Orcs WIP
Post by: KellyRay on July 08, 2014, 07:54:53 PM
I've made some updates to the spawning system in hopes to alleviate the performance issues:

https://dl.dropboxusercontent.com/u/39578945/100 Orcs Proto/100 Orcs Proto.html

Thank you all for your feedback. It really has been invaluable! More soon!
Title: Re: 100 Orcs WIP
Post by: jess84 on July 08, 2014, 09:31:42 PM
I managed to get to 68 :)

The frame rate problem is still there though, if you have more than say 8 orcs surrounding you.

I know it's not normal gameplay, but after starting, just stand still, and within 10 seconds (as you die) the framerate will drop to 3.
Title: Re: 100 Orcs WIP
Post by: Alex Chouls on July 08, 2014, 10:53:40 PM
This could be a physics problem with overlapping objects. Are you using OnTriggerStay or OnCollisionStay? This could be spamming events when objects overlap...
Title: Re: 100 Orcs WIP
Post by: KellyRay on July 08, 2014, 11:38:52 PM
This could be a physics problem with overlapping objects. Are you using OnTriggerStay or OnCollisionStay? This could be spamming events when objects overlap...

Thanks for your thoughts Alex! I am currently only using OnTriggerEnter. However, in another problem I ran into, the OnTriggerEnter was causing multiple spamming events in a very very weird fashion.

I found that when I would hit an orc from the right side everything worked great. When I hit one from the left side, the OnTriggerEnter wouldn't clear and as soon as I sent the event back to the logic to see which way to run, it would trigger again as if I would hit it and the Orc would die.

To stop this, I set up two separate colliders that turn on and off after the first hit so the Orc General dude could be hit twice instead of dieing after the first hit. I hope this made sense.   
Title: Re: 100 Orcs WIP
Post by: KellyRay on July 08, 2014, 11:44:06 PM
I managed to get to 68 :)

The frame rate problem is still there though, if you have more than say 8 orcs surrounding you.

I know it's not normal gameplay, but after starting, just stand still, and within 10 seconds (as you die) the framerate will drop to 3.

I just tried this. I let 36 orcs by my count spawn and I was still getting 58 fps. :(

Title: Re: 100 Orcs WIP
Post by: jess84 on July 09, 2014, 09:02:22 AM
This is after 5 seconds.
Title: Re: 100 Orcs WIP
Post by: jess84 on July 09, 2014, 10:19:15 AM
Your above screenshot is from the Web build, right?
Title: Re: 100 Orcs WIP
Post by: KellyRay on July 09, 2014, 11:55:19 AM
Yup! Sure is. When I play it in Unity, I generally stay around 53 fps according to the counter but when I have the stats up, its near 127 fps or so it says.
Title: Re: 100 Orcs WIP
Post by: KellyRay on July 11, 2014, 12:13:27 AM
I believe I've made a number of improvements to the systems that run the game logic. Please take another gander at the demo and see if you continue to have not so idle performance!

https://dl.dropboxusercontent.com/u/39578945/100%20Orcs%20Proto/100%20Orcs%20Proto.html
​​
Another note: I've zoomed in the camera just a bit. Good idea or did you like the original better?

Also, die at least once and tell me what you think about the Orcs reaction!
Title: Re: 100 Orcs WIP
Post by: jess84 on July 11, 2014, 09:15:47 AM
Performance issue is fixed for me! It briefly drops to 30fps when you die, but recovers back to 60fps a second later.

(Think I preferred the old camera btw. Or maybe somewhere in between)
Title: Re: 100 Orcs WIP
Post by: KellyRay on July 11, 2014, 10:05:52 AM
Yay! This is good news! Thanks. I've heard that others have also had the fps issues resolved so I would say the evening was well spent!

I did as well on the webplayer but when I looked at it through the Unity Remote, I felt it was just too small. It's an easy fix if I decide to revert :)
Title: Re: 100 Orcs WIP
Post by: jess84 on July 11, 2014, 10:59:24 AM
Out of interest, what was the problem in the end?
Title: Re: 100 Orcs WIP
Post by: KellyRay on July 11, 2014, 01:45:47 PM
I couldn't be quite sure. But here is what I did:

I am using Pool Manager to spawn and despawn enemies. When I first set this up, I had a strange recycling bug where after the Pool went through all the prefabs and started back at the beginning of the cycle, the orcs would appear backwards. So to combat this, I spawned 100 perfabs of each type of Orc in the beginning, so no two prefabs are used twice.

I finally figured out what was causing this, my mistake; not the Pool Managers. I didn't set keyframes for the position of the axe, arms and the eyes in the beginning of the walk animation so when it respawned, the transform of those sprites were still the same as they are at the end of the death animation.

After that, I took my instances down to 20 each and then put a limit on them.

The next thing I did was prevent the orcs from hitting you after you die. This was a bit tricky but I think the solution works out. No matter what I turned off, the Orcs continued to hit. And I realized that this is based on the position of the hero. They check to see if they are in range and if they are they swing their axes. So! I decided to add a new state and a global event once the hero died that sent the Orcs into a dancing animation so they no longer check for the Hero position.

I got rid of my old camera system and just replaced it with a simpler one. Not sure if this had anything to due with it. But seems to have gotten rid of that edge glitchy thing.
Title: Re: 100 Orcs WIP
Post by: colpolstudios on July 11, 2014, 02:57:39 PM
Any chance you could add a restart button for those who are testing please.

The player still shows he is being hit even though he is dead.

You can change direction of the player even though he is dead.

Title: Re: 100 Orcs WIP
Post by: KellyRay on July 11, 2014, 03:58:12 PM
I can surely figure out how to add a button :)

I'm not too worried about being hit while dead and changing directions. My plan right now is when you die, a score board type item will popup somewhere near the middle and that should cover those bugs!

Title: Re: 100 Orcs WIP
Post by: KellyRay on July 12, 2014, 03:32:33 PM
Friends I've got some exciting stuff to share! Or at least, I'm pretty pumped about it. In my original prototype I wanted three kinds of weapons, sword, arrows and bombs!

Due to the lack of experience and knowledge I decided had to forego the arrows and bombs because I was just stumped on how to get them to work!

I decided to give it another go! And I'd love to hear your feedback!

To use the arrows you hit the right mouse button and bombs are the left shift key!

https://dl.dropboxusercontent.com/u/39578945/100%20Orcs%20Proto/100%20Orcs%20Proto.html
Title: Re: 100 Orcs WIP
Post by: jess84 on July 12, 2014, 06:54:09 PM
Sorry, that's unplayable for me - down to 3fps almost immediately after starting the level.

 :(
Title: Re: 100 Orcs WIP
Post by: KellyRay on July 12, 2014, 08:46:00 PM
Doh! Shoot. I wonder what caused it this time.
Title: Re: 100 Orcs WIP
Post by: KellyRay on July 23, 2014, 02:52:43 PM
Here's hoping I've fixed the issue! Let me know!

https://dl.dropboxusercontent.com/u/39578945/100%20Orcs%20Proto/100%20Orcs%20Proto.html
Title: Re: 100 Orcs WIP
Post by: jess84 on July 23, 2014, 06:02:30 PM
Sorry, just as bad.  :(

This is after about 5 seconds of gameplay:
Title: Re: 100 Orcs WIP
Post by: KellyRay on July 24, 2014, 09:53:59 AM
How disappointing! Okay! Hang tight, I can figure this out!
Title: Re: 100 Orcs WIP
Post by: KellyRay on July 25, 2014, 09:51:24 PM
Here we go again! I even drug out my 6 year old laptop to play test it on. Had 50 fps even with 15 plus enemies on the screen attacking me at once!

https://dl.dropboxusercontent.com/u/39578945/100%20Orcs%20Proto/100%20Orcs%20Proto.html
Title: Re: 100 Orcs WIP
Post by: jess84 on July 26, 2014, 08:57:01 PM
Slightly better, but down to less than 10fps in no time.

My laptop is an i3, so I doubt it's hardware related.

Edit:  Tested in 2 different browsers (Chrome and Seamonkey), and it behaved in the same way on both.

And my dxdiag info:

Code: [Select]
------------------
System Information
------------------
Time of this report: 7/27/2014, 03:01:02
       Machine name: -
   Operating System: Windows 7 Home Premium 64-bit (6.1, Build 7601) Service Pack 1 (7601.win7sp1_gdr.130104-1431)
           Language: English (Regional Setting: English)
System Manufacturer: Acer           
       System Model: Aspire 7740                   
               BIOS: Ver 1.00PARTTBL
          Processor: Intel(R) Core(TM) i3 CPU       M 370  @ 2.40GHz (4 CPUs), ~2.4GHz
             Memory: 6144MB RAM
Available OS Memory: 6004MB RAM
          Page File: 3440MB used, 8566MB available
        Windows Dir: C:\Windows
    DirectX Version: DirectX 11
DX Setup Parameters: Not found
   User DPI Setting: Using System DPI
 System DPI Setting: 96 DPI (100 percent)
    DWM DPI Scaling: Disabled
     DxDiag Version: 6.01.7601.17514 32bit Unicode

---------------
Display Devices
---------------
          Card name: ATI Mobility Radeon HD 5400 Series
       Manufacturer: Advanced Micro Devices, Inc.
          Chip type: AMD Radeon Graphics Processor (0x68E0)
           DAC type: Internal DAC(400MHz)
         Device Key: Enum\PCI\VEN_1002&DEV_68E0&SUBSYS_03471025&REV_00
     Display Memory: 3250 MB
   Dedicated Memory: 503 MB
      Shared Memory: 2746 MB
       Current Mode: 1600 x 900 (32 bit) (60Hz)
       Monitor Name: Generic PnP Monitor
      Monitor Model: unknown
         Monitor Id: AUO139E
        Native Mode: 1600 x 900(p) (60.307Hz)
        Output Type: Internal
       
Title: Re: 100 Orcs WIP
Post by: KellyRay on July 27, 2014, 10:49:29 PM
I tried to replicate this with 30+ orcs on the screen and this is what I got. I took away the health watcher so I wouldn't lose any health to get as many orcs as I could.

(http://forum.unity3d.com/attachments/screen-shot-2014-07-27-at-9-40-54-pm-png.108011/)

I'm going to try an experiment. I'm taking away the triggers to see if the FPS issue goes away.

https://dl.dropboxusercontent.com/u/39578945/100%20Orcs%20Proto/100%20Orcs%20Proto.html
Title: Re: 100 Orcs WIP
Post by: jess84 on July 28, 2014, 11:17:54 AM
That was slightly better, down to 5fps and then recovered to 20fps, and then would fluctuate between those values. However with about 12 orcs on screen it went back down to 3fps. Sorry.
Title: Re: 100 Orcs WIP
Post by: KellyRay on July 28, 2014, 01:03:50 PM
Slightly better is good!
Title: Re: 100 Orcs WIP
Post by: xhidnoda on July 29, 2014, 08:44:30 AM
great job!
Title: Re: 100 Orcs WIP
Post by: KellyRay on July 29, 2014, 08:52:14 AM
Thanks! Just out of curiosity, did you have any lag issues?
Title: Re: 100 Orcs WIP
Post by: KellyRay on July 29, 2014, 08:16:54 PM
I really think I figured this out!

What I think my problem has been is no the triggers for the orcs at all. But instead the triggers in the character. When the Orcs attack, I've used the animator to turn their hit boxes off and on. This is where I have been looking for the problem. But I believe the actual problem is that when the Hero is hit, his trigger collider is never turned off so 15 plus orcs are hitting him at once triggering events on their end, but does nothing visual to indicate that this is happening because the Hero has already been hit. So, to fix the issue I have set up the actions to turn off the trigger as soon as the hero is hit first and then turn it back on after the damage is dealt and he is read to be hit again. Take another stab at the demo and tell me if you see any improvement!

http://bit.ly/100orcs
Title: Re: 100 Orcs WIP
Post by: jess84 on July 29, 2014, 08:34:51 PM
slight improvement, until there's about 10 orcs onscreen, and it's back to 3fps for me.

Are you sure it's related to the triggers? If you avoid the orcs (by running and jumping over them), you can get it down to 3fps pretty quickly, even though you're not hitting anyway, and nothing is hitting you.
Title: Re: 100 Orcs WIP
Post by: KellyRay on July 29, 2014, 09:08:56 PM
I'm unsure of what else it could be. I'm only drawing 5 calls. And other people have told me that the problem only happens for them when there is attacks going on.  :-\
Title: Re: 100 Orcs WIP
Post by: jess84 on July 29, 2014, 09:12:09 PM
I'm guessing you're on Unity free? Have you used your 30 Trial of Unity Pro so you can access the profiler?
Title: Re: 100 Orcs WIP
Post by: KellyRay on July 29, 2014, 09:37:29 PM
I am using Unity Free. And I have thought about that. But I am hesitant because I can't seem to reproduce the problem on my end. Not in the editor nor my two computers. I fear that even if I had the profiler I wouldn't be able to tell a difference but perhaps I am ignorant to what the profiler does. I will need to reseach a bit.
Title: Re: 100 Orcs WIP
Post by: jess84 on July 30, 2014, 12:04:41 AM
Here's a screenshot of someone else using the profiler:
http://s8.postimg.org/9sd0xn5sl/test.jpg

Basically, you'd play your game in the Editor, making sure you triggered as much as possible, then pause the game and check out what's listed as the most expensive. You can then drill down to see if anything is consuming a little too much.

I'm still a Unity noob, but it allowed me to track down some framerate issues caused by the collision and triggers I was using, and also some superflous drawcalls with the GUI.

Maybe someone with more experience can comment on whether this would help you even though performance isn't a problem on your machines.
Title: Re: 100 Orcs WIP
Post by: KellyRay on July 30, 2014, 01:45:25 PM
I put up another build late last night. Some people have said the issue has been resolved for them. Any change on your end Jess?

http://bit.ly/100orcs
Title: Re: 100 Orcs WIP
Post by: jess84 on July 30, 2014, 07:04:43 PM
Nope, unfortunately it's still the same. Sorry :/
Title: Re: 100 Orcs WIP
Post by: KellyRay on July 31, 2014, 09:29:10 AM
How disappointing. I keep thinking I'm so close! I'm wondering now if it has to do with the number of sprites being rendered on the screen. I may have to go back to a sprite sheet kind of animation system.
Title: Re: 100 Orcs WIP
Post by: KellyRay on July 31, 2014, 10:40:49 AM
I went ahead and did the profiler. Any ideas what this means? I'm a bit lost with what to do with this data.

(https://dl.dropboxusercontent.com/u/39578945/Screen%20Shot%202014-07-31%20at%209.33.32%20AM.png)
Title: Re: 100 Orcs WIP
Post by: jess84 on July 31, 2014, 11:24:05 AM
I'm no expert, but it looks like the OnTriggerStay stuff is causing some of the problem.

I stopped using it on my project - replacing them with OnTriggerEnter/Exit and bools to check for current status, and that made a more than 4x difference to my frame rate.

You might want to ask someone more knowledgeable about the other expensive calls.
Title: Re: 100 Orcs WIP
Post by: KellyRay on July 31, 2014, 12:04:20 PM
Defiantly reduced the numbers by doing so!

(https://dl.dropboxusercontent.com/u/39578945/Screen%20Shot%202014-07-31%20at%2011.03.01%20AM.png)

Try the webplay now and let me know if you see improvement!

http://bit.ly/100orcs
Title: Re: 100 Orcs WIP
Post by: jess84 on July 31, 2014, 12:31:25 PM
Yep, that seems to have fixed it! It was always hovering around the 55fps for me, even with all the orcs surrounding me.

The only time it went lower, was 45fps when I had all of the orcs around me, and I killed about 10 in one go. (I guess all of those animations simultaneously), but it recovered after less than a second back to 60fps.

So, I'm guessing it was the OnTriggerStay? I honestly don't see the point of that action - it's so bloody expensive, that it's unusable for any type of gameplay!!

Btw, there's a weird jittering of the player character sometimes, when walking. That's new, but I guess minor and easy to fix.
Title: Re: 100 Orcs WIP
Post by: KellyRay on July 31, 2014, 12:40:23 PM
Yay! That's wonderful news!

Last test until I call this bug gone for good! This is over kill but I've updated the allowed spawn count of orcs to 60 so if you have the chance to play it again, let it sit for awhile until there are a lot of orcs on screen and let me know what you get!
Title: Re: 100 Orcs WIP
Post by: jess84 on July 31, 2014, 12:46:03 PM
That's fine. All 60 orcs surrounding me, never below 51fps, but averaging 55fps.

It's annoying that you spent so much time playing around with things before then trying the profiler, right? :)   I wish I'd used it earlier. I managed to not only fix the major frame rate problem, but also other inefficient things whilst I was at it!
Title: Re: 100 Orcs WIP
Post by: KellyRay on July 31, 2014, 12:47:06 PM
Truth be told. I was just ignorant of what it does. But I am grateful for your insight! Thank you so much! Now I can move on finally!
Title: Re: 100 Orcs WIP
Post by: jess84 on July 31, 2014, 12:47:20 PM
Btw, you might want to resize the game window back to how it was... it looked much better bigger ;)
Title: Re: 100 Orcs WIP
Post by: jess84 on July 31, 2014, 12:48:27 PM
Truth be told. I was just ignorant of what it does. But I am grateful for your insight! Thank you so much! Now I can move on finally!

Ha ha, enjoy the 30 days with it. When you get bored of doing one task, you can always dip back into it to see if there's other things that might be a bit too heavy :)
Title: Re: 100 Orcs WIP
Post by: KellyRay on August 13, 2014, 07:48:01 PM
I've done a number of new things!

I've address some bugs and modified some combat. I've also added some blood spatter effects and some better indicators for battle.

Also! New status bar that counts down to 0 so it makes more sense of what the goal is. Check it:

http://bit.ly/100orcs
Title: Re: 100 Orcs WIP
Post by: KellyRay on August 28, 2014, 09:03:00 AM
A new challenger approaches!

(http://forum.unity3d.com/attachments/screen-shot-2014-08-28-at-7-55-09-am-png.110859/)

Art production is under way! Lots to build but I'm inching closer! It's a slow task when it can't be your fulltime job. Maybe one day!

I'm excited to see what's up with the new Unity GUI and what I can do with it through playmaker.
Title: Re: 100 Orcs WIP
Post by: KellyRay on October 30, 2014, 09:06:50 AM
Been far too long since I worked on this. Here we go racing to the finish line! Enjoy this gif of the goblin running in the mean time!

(https://38.media.tumblr.com/1211b5b7443bacb116aa53901fb7a455/tumblr_ne8j9uAnJu1toc5azo1_400.gif)
Title: Re: 100 Orcs WIP
Post by: KellyRay on November 07, 2014, 12:34:46 AM
New build is up!http://bit.ly/100orcs

(http://s28.postimg.org/8nmd093ql/Screen_Shot_2014_11_06_at_11_15_14_PM.png)

Two new enemies added. Trying out some particle effects. Please enjoy! And let me know what you think.
Title: Re: 100 Orcs WIP
Post by: KellyRay on November 13, 2014, 11:20:43 AM
Inching closer! Working on the level selection screen.

(https://33.media.tumblr.com/708efacadeff716583630c04ca1d8422/tumblr_nezg5kS2k31tfz158o1_1280.png)
Title: Re: 100 Orcs WIP
Post by: KellyRay on November 17, 2014, 03:05:03 PM
New screen featuring some badges that you will collect through the game!

(http://forum.unity3d.com/attachments/screen-shot-2014-11-17-at-1-38-54-pm-png.118752/)
Title: Re: 100 Orcs WIP
Post by: KellyRay on February 02, 2015, 08:55:11 AM
It's finished!

http://gamejolt.com/games/action/100-orcs/47384/

Check it out!
Title: Re: 100 Orcs WIP
Post by: richardh on February 04, 2015, 06:59:13 AM
Really good. Very professional. Well done.