NEW ENGINE INCREDIBLY POWER (Proff Inside)
creativeapps
Member Posts: 1,770
Today I played Too Fat To Fly and they updated game with new engine.
What I saw loading screen gone and game play is very very smooth just like other top quality games.
It shows GameSalad doing really hard work on new engine and I would like to say thanks for that. Finally I will get for what I am asking since 2009
Here is the game its free try it yourself https://itunes.apple.com/us/app/jay-silent-bob-in-too-fat-to-fly/id541591374?mt=8
What I saw loading screen gone and game play is very very smooth just like other top quality games.
It shows GameSalad doing really hard work on new engine and I would like to say thanks for that. Finally I will get for what I am asking since 2009
Here is the game its free try it yourself https://itunes.apple.com/us/app/jay-silent-bob-in-too-fat-to-fly/id541591374?mt=8
Comments
It feels sooooooooooo much slicker than it did when they first launched the game.
Can't wait to get my hands on the new engine bizz-nizz.
but when it will be available for Pro member?
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So don't hold your breath for this release guys. With that being said, It's exciting stuff and I'm glad we got the opportunity to see it in action
-Max
Gr. GeniusBear
I'm looking forward for the release of the new engine. That way we will finally be able to see all the great games that never saw the light because they were hindered by the old GS.
One thing I did notice was that the maths glitch in interpolate still seems to be there (you can see it when the scene fades to blue at the end of each round), hopefully this glitch won't make it into the final build.
Thanks,
John
This is exactly what happens if you try a fade using interpolate in the current LUA version, the first 90% or so of the fade is perfectly smooth, but when you hit the last 10% or so the value just jumps to 0, so you get a glitch, this effects fades, colour changes, audio ramps and even movement using interpolate.
There are a couple of work arounds.
So:
Fade from 1 to 0 over 5 seconds . . .
. . . Becomes . . .
Fade from 1 to -0.2 over 6 seconds (which hits 0 at 5 seconds).
It's still not perfect but you get rid of a lot of the glitch - and it looks a lot smoother.
Always keep the function Linear, using ease in or ease out (etc) makes the glitch more pronounced.
Of course an alpha channel value of -0.2 doesn't exist, but the result is a smoother fade as we are cutting off the bad maths at the end of the interpolation.
. . . . . . . . .
Another much smoother option is:
Timer /
Every 0 seconds /
Change Attribute Self.Colour.Alpha . . . to . . . Self.Colour.Alpha -0.01
(adjust to taste).
**Don't forget to kill the actor after it has faded away or it will continue to loop for the rest of the scene, maybe nest the timed fade in a 'for' timer, like this:
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But like I say, it's easy to trim off the bad maths and stretch out the rest to give you a much smoother interpolate.
Wait a second, let me do you a drawing . . . .
The top (light blue) image is what interpolate does.
You specify the interpolate time and the change in value (in this case a typical alpha fade from 1 to 0).
Instead of fading smoothly all the way - towards the end of the interpolate the value suddenly drops to zero before reaching the end of the interpolate time, it should carry on like the yellow line does, but it just drops to zero like the red line does.
. . . .
The bottom (pink) image is one solution.
Make the change in value go from 1 to -0.2 (instead of 1 to 0).
Normally this would make your fade shorter as you reach '0' 20% faster, so then make your new interpolate time appropriately longer.
The result is the correct fade time that goes from 1 to 0 but without the glitch towards the end.
Hope that makes sense.
Make sure you submit a bug report about this.
Cheers
Roy.
I've got little faith in the bug report system to be honest, it's much quicker to throw these issues out onto the forum, someone usually comes up with a clever workaround fairly quickly.
The figures on the right (in pale blue) are the values that the interpolation are generating, notice that when we get just passed 0.9 (on the way to 1) the maths collapses and it's '1's all the way up . . .
This is the little 'pop' you hear in audio ramps and the little jump you see towards the end of fades.
http://www.mediafire.com/?mtnkgcwgdwulech
i think it has been confirmed to the public that the game is running the new engine
Oh, cool! Thanks for letting me know! I'm going to go dig through this a little more now
Cheers
Max