NEW ENGINE INCREDIBLY POWER (Proff Inside)

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

Comments

  • DuesDues Member Posts: 1,159
    WOW!!! \m/
  • SparkyidrSparkyidr Member Posts: 2,033
    Yeah. I posted about this last week too.
    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.
  • calvin9403calvin9403 Member Posts: 3,186
    is there any magic in this? can't believe my eyes
  • pinkio75pinkio75 Member, PRO Posts: 1,217
    edited December 2012
  • DanielDoeDanielDoe Member Posts: 307
    If they decided to publish a game with a new engine this mean that it must be ready... maybe need more tests.
  • carlblanchetcarlblanchet Member Posts: 755
    Very excited for this!
  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922
    Just remember the line cooks don't even have this yet so it's still a ways away.
  • maxbeaumontmaxbeaumont Member Posts: 616
    Yeah like @FryingBaconStudios said, cooks don't have it yet and GS hasn't even confirmed or denied the fact that this game is running the new engine. We all know it is, but it's not something there even talking about which leads me to believe we're not getting it this year..

    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
  • GeniusbearGeniusbear Member Posts: 107
    Wow, just downloaded the game and it its great, the animations and stuff are running so smooth and fast. Hope to see it soon ;)

    Gr. GeniusBear
  • MarkOnTheIronMarkOnTheIron Member Posts: 1,447
    edited December 2012
    Wow. It definitely looks really slick.

    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. ;)

  • SocksSocks London, UK.Member Posts: 12,822
    Just downloaded, looking very smooth, zero loading wheels on iPad3, it just seems to go seamlessly and instantly between scenes, excellent stuff !!

    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.
  • creativeappscreativeapps Member Posts: 1,770

    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.
    I didn't see that. Is that possible to show with video or screenshot?

    Thanks,
    John

  • SocksSocks London, UK.Member Posts: 12,822
    edited December 2012
    Is that possible to show with video or screenshot?
    When you finish a round, the guy walks over and presents the score on a rolled out piece of blue paper, then the game background behind the two characters fades to the blue score background - right at the end of the fade of the game background (or what's left of its opacity at that stage) it just 'pops' off rather than finishes its fade smoothly.

    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.
  • 921creative921creative Member, PRO Posts: 140
    I get the same glitch with interpolate when my vanity screen fades to 0. It's not terrible but it is noticeable.
  • SocksSocks London, UK.Member Posts: 12,822
    edited December 2012
    I get the same glitch with interpolate when my vanity screen fades to 0. It's not terrible but it is noticeable.
    Instead of fading it to 0, fade it to -0.2 and extend the fade time appropriately so your fade hits 0 at the same time (if keeping the precise length of the fade is important to you).

    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:

    image
  • tatiangtatiang Member, Sous Chef, PRO, Senior Sous-Chef Posts: 11,949
    edited December 2012
    @Socks thought I was going crazy when I interpolated a rectangle and saw it jump instead of interpolating smoothly the whole way through.

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  • SocksSocks London, UK.Member Posts: 12,822
    edited December 2012
    @Socks thought I was going crazy when I interpolated a rectangle and saw it jump instead of interpolating smoothly the whole way through.
    Yep, the final few percent of interpolate is missing, so anything using it will 'pop' or jump, like my audio, like your rectangle, like the game background fade in 'Too Fat To Fly'.

    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 . . . .
  • SocksSocks London, UK.Member Posts: 12,822
    edited December 2012
    Here you go:

    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.

    image
  • POMPOM Member Posts: 2,599
    Very insightful , I'm gonna make few tests to check your theory.
    Make sure you submit a bug report about this.

    Cheers
    Roy.
  • SocksSocks London, UK.Member Posts: 12,822
    Make sure you submit a bug report about this.
    I've reported this more than once over the last year or two, but if you've ever reported a bug yourself you'll know the bug reporting system is a bit of a black hole, you'll submit a bug report, write out a detailed description of the issue, you'll get zero feedback and the bug will reappear month after month, update after update.

    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.

  • SocksSocks London, UK.Member Posts: 12,822
    edited December 2012
    I'm gonna make few tests to check your theory. . . .
    Here's a quick test (link below) that magnifies the problem, it's a bit messy but you can see the issue, the white line is being interpolated (vertically) from 0 to 1, it should follow the red line until it reaches where the red line goes flat - which is 1 - but check out what happens in the final 10% of its travel (of its interpolation).

    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
  • TesseractEngineTesseractEngine Member Posts: 180
    @Socks - very well researched, illustrated, and worked-round. Good work!
  • LiquidGameworksLiquidGameworks Anchorage, AKMember, Sous Chef Posts: 956
    edited December 2012
    Thanks for reminding us of the interpolation issue, its been around for at least a year I think
  • beefy_clyrobeefy_clyro Member Posts: 5,394
    edited December 2012
    As I was reading all of this I remembered there was only 1 person i've seen talk about this problem before.
  • LiquidGameworksLiquidGameworks Anchorage, AKMember, Sous Chef Posts: 956
    Hah, yeah, we'll have to add @Socks to short list of GS powerpoint masters.
  • DanDaMan123DanDaMan123 Member Posts: 216
    @GSHelper
    i think it has been confirmed to the public that the game is running the new engine
  • maxbeaumontmaxbeaumont Member Posts: 616
    @DanDaMan123

    Oh, cool! Thanks for letting me know! I'm going to go dig through this a little more now ;)

    Cheers
    Max
  • DanDaMan123DanDaMan123 Member Posts: 216
    @GSHelper i'm not 100 percent sure but I think SSS made a comment about it somewhere inside the Updated Roadmap thread
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