Author Topic: Thinking about some RPG..Android version.  (Read 108476 times)

Offline fireside

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Re: Thinking about some RPG..Android version.
« Reply #360 on: March 07, 2013, 04:41:12 am »
Pretty cool.  Really shaping up. 
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Offline EgonOlsen

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Re: Thinking about some RPG..Android version.
« Reply #361 on: April 16, 2013, 10:55:00 pm »
Hurray! You can now complete your first quest...which is: Talk to a character about his teddy bear, go to a chest and grab the teddy bear, give it to him and get a ring in return. Doesn't sound much, but it's something to build upon.

Offline fireside

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Re: Thinking about some RPG..Android version.
« Reply #362 on: April 17, 2013, 06:54:12 am »
Yes, those are the basic blocks of most interactions.  Glad you are still making progress.   
click here->Fireside 7 Games<-

Offline EgonOlsen

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Re: Thinking about some RPG..Android version.
« Reply #363 on: April 21, 2013, 10:18:46 pm »
Glad you are still making progress.
It's hard sometimes to motivate yourself to do this kind of grunt work, but i'm doing my best. Today, i've changed the book from using static text to show the actual quest log. The screen shot has been taken on my new Nexus 4 btw., so even if it doesn't show anything really new, i'll post it anyway... ;)


Offline raft

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Re: Thinking about some RPG..Android version.
« Reply #364 on: April 25, 2013, 03:04:37 am »
looks cool:) how do you do that? by rendering text to a texture?

note: once again forum did not notify me by email. happens seldom but sometimes
« Last Edit: April 25, 2013, 03:07:28 am by raft »

Offline EgonOlsen

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Re: Thinking about some RPG..Android version.
« Reply #365 on: April 25, 2013, 07:36:00 am »
looks cool:) how do you do that? by rendering text to a texture?
Yes, i'm using a modified version of your text rendering classes to render into four different textures (to cover all visible pages). I had to modifiy the classes slightly to tweak the text scaling. Blitting and render to texture doesn't work too well together otherwise.

note: once again forum did not notify me by email. happens seldom but sometimes
No idea. I don't have access to any logs of that kind.

Offline fireside

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Re: Thinking about some RPG..Android version.
« Reply #366 on: April 27, 2013, 03:17:38 am »
It's really getting a polished look to it.  Nice job.
click here->Fireside 7 Games<-

Offline Thomas.

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Re: Thinking about some RPG..Android version.
« Reply #367 on: May 04, 2013, 12:28:54 am »
How is Adreno 320 fast and accurate in your game? How does this compare with your other devices?

Offline EgonOlsen

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Re: Thinking about some RPG..Android version.
« Reply #368 on: May 04, 2013, 11:02:12 pm »
How is Adreno 320 fast and accurate in your game? How does this compare with your other devices?
It's very accurate when it comes to rendering the textures. In fact, it's the only platform where my terrain splatting looks as it looks on the desktop. The 16bit zbuffer sucks though. You have to request at least 24bit of zbuffer depth, or it will flicker in the distance. Performance is fine, but nothing to write home about. The Galaxy Note (same resolution, lower clock speed) can render the game faster.

Offline Thomas.

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Re: Thinking about some RPG..Android version.
« Reply #369 on: May 04, 2013, 11:30:29 pm »
How is possible, that in probably every graphics benchmark is Adreno 320 faster than Mali-400?

GLBenchamrk
3D mark

Offline EgonOlsen

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Re: Thinking about some RPG..Android version.
« Reply #370 on: May 04, 2013, 11:37:09 pm »
Yes, i know, but that's how it is. Different apps have different demands, i guess. Judging from some quick tests, it seems to me that it suffers from state changes and multiple draw calls more than other chips. And because i have hundreds of draw calls per frame...well...

Offline Thomas.

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Re: Thinking about some RPG..Android version.
« Reply #371 on: May 04, 2013, 11:54:09 pm »
And the catacombs? There is much lower number of draw calls...

Offline EgonOlsen

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Re: Thinking about some RPG..Android version.
« Reply #372 on: May 05, 2013, 12:09:21 am »
They are on par with the Note, maybe a little faster. Don't underestimate the number of draw calls to render them...nothing in this game except for the terrain is solid geometry in a way that you would create it with some 3d editor. Everything is created at runtime out of simple beans that describe the position, orientation and attributes of an entity and then some view will be assigned, if that entity is visible. For the dungeon, each tile is a separate entity and requires up to 5 draw calls (torches and doors left aside).

Offline Thomas.

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Re: Thinking about some RPG..Android version.
« Reply #373 on: May 05, 2013, 11:44:07 am »
Are you using tangent or object space normal mapping?

Offline EgonOlsen

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Re: Thinking about some RPG..Android version.
« Reply #374 on: May 05, 2013, 01:21:00 pm »
Tangent space.