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lxFirebal69xl

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Everything posted by lxFirebal69xl

  1. When shadmar updated his stuff I was asleep so I dind't see it, however, I've updated the file and will upload it separately as a linux version, see if that works.
  2. Just released an update for the Pre-Alpha demo on IndieDB You can check it out here: http://www.indiedb.com/games/a-demons-game/downloads/a-demons-game-pre-alpha-demo-13 Thoughts as always, are appreciated!
  3. Sounds like you have everything planned, can't wait to see the results!
  4. The official indiegogo for A Demon's Game has begun! http://igg.me/p/a-demon-s-game/x/9995381
  5. Allright, will keep this in mind. Thanks for your feedback. I'm uploading the whole project to mediafire right now, I've changed everylight to dynamic only and it made my fps go straight to 60, if I make the lights static+dynamic+buffered makes it run super horribly.
  6. They have 2 lights in order to make the lighting effect more realistic (Wolf's idea) one light has a small range and is yellow-ish orange and the other with a much bigger range and darkly colored. I'm exporting the project and will be uploading it to mediafire as soon as possible. Thank you for the help.
  7. I know that 60 fps is good I think my biggest complaint right now is that the shadows don't look no where near as good as they did before...
  8. After a bunch of testing, making all the lights dynamic only increased the fps to 60, with both lightquality at 0 and at 1. It's always at 60, this comes with the downside of the lights not looking as good.
  9. That's good to know, but I find it rather odd that the frames drop THAT much...
  10. I'm currently uploading the file to mediafire.
  11. I've reduced the amount of lights and reduced the range on the lights that are in the map. I still get around ~20 fps.
  12. Yea, I've read pretty much everything on it, but I still think something should be done about this...since most of my maps need lighting to be perfect And I have this problem with ALL of my maps, that's why I'm bringing this up again.
  13. I find it really strange that I'm getting really low FPS on all of the maps that I make, I usually have around 5-10 fps when the map is fully finished, and the bad thing is, I'm not the only one with this problem. I get that my map is intense in terms of lights and whatnot but my specs should allow me to run the game at 60+fps. I thought that this issue would be a bit better with 3.4 but it's the same as 3.3 Oh and I've published the game and ran it, same deal. Low FPS for days.
  14. The problem is, I had to revome a lot of assets from the levels because I was getting 5fps play testing the levels, now I get like 20 with almost no assets...but thanks for the compliment
  15. Here's what I'm working on right now: Beginnings of a dungeon More sewer progress:
  16. Make sure you have the player enter a trigger and connect that trigger in the flowgraph otherwise it won't work.
  17. Did what you said, still doesn't work. I'll be sending you the map in PM
  18. Thank you both for the answers, I got the issue fixed. Now I got another problem (Programming is fun isn't it?), when I try to pick up an item it gives me this error Script Error attempt to index field 'playerInventoryMgr' (a nil value) Line 27 I guess this one is more towards aggror since he made FlowGUI, this wasn't happening before. Here's the script if you want to take a look at it. StorableObject New.lua Thanks for the help once again.
  19. So for the last couple of days I've been trying to make my own FPSPlayer script with the help of some other users. I managed to do everything I wanted but there's one problem. I don't know how to fix this error. Script Error error in function 'Pick'. argument #4 is 'nil'; 'value' expected. Line 465 The script is a combination of Aggror's FlowGUI FPSPlayer and my own, that's probably why it doesn't work. Any help would be appreciated! FPSPlayer New.lua
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