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Everything posted by Twig
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You can do it!
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1) I already solved the problem by discovering it wasn't a problem - it was only a problem with the Unity editor Maximize-on-Play option, as said in the follow-up post. 2) No logs. 3) It was very noticeable, as said in that post you quoted. It was a very obvious jump in the camera movement. It was more than just a 1 or 2 frame drop, as clarified in the edit in that post, as mashing the keyboard in an empty project with literally nothing in the scene, not even a camera, will result in a massive framerate decrease down to as low as 30fps (could probably get lower if I could physically strike the keys any faster). It might be a problem exclusive to my laptop, or at least my level of hardware, though. I'm going to be home soon and can test on my infinitely more powerful desktop.
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That's what I was hoping to hear. Thank you! I will definitely check it out very soon.
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I have one of the worst questions. An OPINION question! I thought there was a free version of UE4, like there was for UE3. THERE IS NOT. It is 20 bucks a month or GET OUT. My question: is it worth it to pay 20 bucks one time and have access to everything that exists Right Now with the sole purpose of messing around with various ideas? Or is UE4 still in an early enough state that getting the engine now would be entirely different from getting the engine in a few months, and I'd have to pay another 20 to update for the latest sweet New Features? I know this is sort of a loaded question. Mostly I want to try it out, but also I expect I'll like it and want to do something tangible, and if I do... I don't have the money to be paying 20 bucks a month. I also feel like there has to be a trial version SOMEWHERE but I couldn't find one!
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I didn't write this particular code, my friend did. But GetAxisRaw serves our purpose perfectly well. There's no reason to use GetKey over it. GetAxis DOES go through the input manager. Also we want to support controllers, as well.
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That is actually what I would do if he really refused to clean his shit.
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That's kind of a dick move. He won't even at least shove his mess off to the side to make for a better picture? That's what I always did. ):
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I think it's all dumb because it's a barrier for me participating in competitive Pokiemans. It's something I'd like to do if all this IV shit didn't exist. I'm much more tolerant of EVs and happiness and that kind of thing because it's part of raising your little friends, and it's a very controlled process. Spending hours and hours breeding the perfect creature is so incredibly off-putting that it's doing more to kill the game for me at this point than the stale monotony of the series from game to game. And that's all not even accounting for the fact that tegan is specifically looking for near-perfect shiny pokemon. But at the same time I enjoy watching tegan do it so maybe I'm just jealous of other people's patience and passion.
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I actually thought maybe it was a joke post when I saw that first photo. X:
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So... turns out, it wasn't a real problem. I built it for standalone outside Unity, no framerate drop. The problem, for some reason, is that Maximize on Play option creates this situation where literally any key press or release on a keyboard will cause a sudden framerate drop. If I turn that option off, I no longer have the issue. I wouldn't even have that option on if I weren't using my laptop right now, which has a much smaller screen. The More You Know
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I get a noticeable framerate drop every time I press or release a key in my game. I'm using GetAxisRaw to handle keyboard movement. (GetAxis had a huge delay in registering release, I think because it interpolates from -1 or 1 to 0 over the course of several frames when using a keyboard.) Anyway, I get a near constant 60fps, as expected - the game is very simple 2D graphics with not much going on, yet. But on either pressing or releasing the key, it'll drop to either 58 or 59 and then immediately go back up. I'm using Fraps' FPS counter for this. It probably wouldn't be as big of an issue if the camera didn't follow the player around, but even if it didn't, once I get lots of moving objects on the screen, it becomes more problematic. So, any ideas?! I'm about to make an empty project with a single script that reads input and see if it has similar drops in framerate. EDIT: Good, confirmed it's my code. Mean's it's fixable. Also it could just as easily be linked to what happens when you do some inputtin', as that results in player movement. But it's weird that it'd happen both on pressing and releasing since they are two separate paths of code. Hmm. EDIT EDIT: Um, I made a brand new scene in this project and put nothing in it at all, not even a camera. Input still makes the framerate drop. If I repeatedly mash keys I can get it to drop as low as 30fps...
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That video makes me hopeful, evoking the name of Assassin's Creed 1, and its presentation of targets. And then they say "combat is a fail state", and then they say "we did our best to let you play how you want to play, so you can fight if you want to." Oooookay.
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Groundhogs are easier to animate than women, so it makes sense.
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You guys did play Brotherhood, right, and buy all of the stores and landmarks and make lots of money? I mean that's basically Monopoly.
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Zero. More likely they'll PRETEND that's the case while behind the scenes they were panicking to amend the mistake.
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AFAIK you cannot open that through the Dota 2 Mod Tools Alpha, but I suppose it's entirely possible I found a way, heh.
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I saw that and was momentarily excited but then realized I get more joy out of putting those games I hate most in my FUCKKKKKKKKKKKK category. I am a child.
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Yes... What else would I open?
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Rogue has, oddly, not yet been announced for PC. SO IT'S NEVER COMING AHAHAHA.
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I could stream some dotos right now! I'm about to play. But... but I suck at dotos so I don't wanna.
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I have a game idea I want to make. I'm excited! ...I opened up Hammer last night and it was indecipherable. I guess I'll need to learn.
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The Business Side of Video (Space) Games EXCLUSIVELY ON IDLE THUMBS
Twig replied to Henroid's topic in Video Gaming
Ouch. Not only did Twitch respond to his question with non-answers, the non-answer got downvoted to oblivion. -
Quitter's Club: Don't be ashamed to quit the game.
Twig replied to Tanukitsune's topic in Video Gaming
Ouch. Yeah I think I read the cloud saves were disabled because they were too big - uncompressed! They've since patched the save files to actually be a reasonable size, but I guess cloud support hasn't been reenabled by Valve?