Author Topic: Supersonic Ball 0.9.1 released!  (Read 9364 times)

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Offline DJ Omnimaga

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Re: Supersonic Ball 0.9.1 released!
« Reply #15 on: December 27, 2013, 04:52:31 pm »
Well, how would I post data on the graphical issues? All I can do really is post screenshots like above. Otherwise, I use WIndows 7 64 bit and the latest version of LOVE.

Offline bb010g

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Re: Supersonic Ball 0.9.1 released!
« Reply #16 on: December 27, 2013, 05:08:49 pm »
I saw a similar issue when I tested fullscreen on a Windows machine also; it seems to happen when there's a rapid velocity change. I don't get why, though.
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Offline DJ Omnimaga

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Re: Supersonic Ball 0.9.1 released!
« Reply #17 on: December 27, 2013, 05:15:15 pm »
Would it be possible to pre-render the entire background elsehwere then draw that generated image later rather than drawing the background tile by tile every frame?

Offline bb010g

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Re: Supersonic Ball 0.9.1 released!
« Reply #18 on: December 27, 2013, 05:17:58 pm »
I looked into that; the people at the LÖVE forums say that it runs faster (surprisingly) if you just redraw. The machine's OpenGL implementation takes care of double buffering (or at least it should).
« Last Edit: December 27, 2013, 05:18:11 pm by bb010g »
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Offline DJ Omnimaga

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Re: Supersonic Ball 0.9.1 released!
« Reply #19 on: December 27, 2013, 05:19:19 pm »
Ah ok, I guess that it might be a video card issue then. Newer cards tend to not handle 2D properly. For example, Starcraft 1 runs at lower frame rate than Starcraft 2 on my computer right now (except during large battles on custom maps or if I set shading to ultra)

Offline bb010g

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Re: Supersonic Ball 0.9.1 released!
« Reply #20 on: December 27, 2013, 05:20:15 pm »
It still shouldn't be happening, but the graphics debugging should be able to go along parallel with new features. It plays right now, so we're still publishing.
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Offline DJ Omnimaga

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Re: Supersonic Ball 0.9.1 released!
« Reply #21 on: December 27, 2013, 05:21:06 pm »
Indeed. At least the game runs on everyone's computer so far it seems. Just make sure to not increase level lenght to 10000 or so, though, because that can be quite laggy :P

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Re: Supersonic Ball 0.9.1 released!
« Reply #22 on: December 30, 2013, 12:01:51 am »
0.9.2 released that fixes a lot of stuff 0.9.1 failed at. Huge thanks to bb010g who did most if not all of the job in that version and DJ Omnimaga for testing.

Download

As usual, please report bugs and ideas either in this thread, the other thread or the issue tracker.

For Arch Linux users, you can now download it from the AUR (packages supersonicball and supersonicball-git)! And vote for them, it won't hurt.

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Offline DJ Omnimaga

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Re: Supersonic Ball 0.9.1 released!
« Reply #23 on: December 30, 2013, 11:34:46 am »
Nice. :D The only concern I have, though, is that the screen resize options might make the game much easier for people playing full screen, since sprites are not stretched up, so people with higher resolutions get an unfair advantage over others, allowing them to rack up their highscores easier due to higher time to prepare their moves.

Also now that individual animation speeds are implemented, I guess you can now max out level 16 and slow down level 14 animations. :P

Also, to match up the decreased difficulty over the calc version (due to how it's now possible to beat almost every level by just holding Up+Right and due to the increased speed), do you think you could maybe reduce the amount of time to finish each level?


EDIT: Also the background normally should scroll by itself in level 3 (left) and 9 (right), like in the original game
« Last Edit: December 30, 2013, 11:46:55 am by DJ Omnimaga »