Angvik

  • I don't know how it plays but it looks really nice! Are you planning on releasing a demo?

  • Well for those wondering about the quality, he does have a few other games that are free you can play to see his pedigree.

    http://alastairjohnjack.com/

    Loved Final Vision years ago and I've seen Arvoesine before on Indiegames. I kinda skimmed the prior article I linked, or else I would've linked it as well :P

  • Thndr

    Yes I've played both. Specially liked Final Vision. Even when I am not a big Final Fantasy fan.

    I was just wondering if the game is really long and if that could cause problems when exporting whit Node-webkit. Also if there was any other C2 limitations. I am planning quite big project and would like to know.

  • Thanks for the comments.

    It's an arcade style game so it's not filled with massive bloated levels, it's designed to be replayed a bit. The only problems I've had with node-webkit is the Mac version has mostly all black/gray graphics (whereas it runs fine in Chrome for Mac) so I'm hoping that eventually it'll be upto par with Chrome.

    And the only problems with C2 projects I have is keeping the objectcount to around 100-200~ (which means coming up with creative ways to limit objects that aren't being seen, I think that's usually good count? but Arima probably knows more in this than I do) so that it will run well on most things. However to keep the object count low I did use a number of large textures (1000x1000) too which probably doesn't run great on old intel/integrated graphic systems (I think I use less than 100mb of memory in total, last I remember).

    The code can impact it a lot, eg: like doing to many collision checks with a lot of objects, but I learnt a ton from finishing this game so I imagine it'll be a heap easier to make my events less bloated and more efficient next time. For my next game, I've started using the preview on lan feature with my tablet which helps keep things in check.

  • This game looks amazing! Very good animations and yeah, voted for steam...

  • alspal

    Maybe it helps to disable collisions from objects that wont need them, if you haven't already.

    Just noticed yesterday that I can actually use external images whit node-webkit. Just not during preview as far as I know <img src="smileys/smiley24.gif" border="0" align="middle" />

  • And the only problems with C2 projects I have is keeping the objectcount to around 100-200~ (which means coming up with creative ways to limit objects that aren't being seen, I think that's usually good count? but Arima probably knows more in this than I do) so that it will run well on most things. However to keep the object count low I did use a number of large textures (1000x1000) too which probably doesn't run great on old intel/integrated graphic systems (I think I use less than 100mb of memory in total, last I remember).

    From a rendering perspective, c2 can handle way more than 200 objects on desktop machines (unless each instance has it's own shader). Offscreen objects aren't rendered, so they don't impact rending performance at all.

    Code wise, there are plenty of things that can be done to improve performance if it's a problem, like as Katala mentioned, you can disable collisions on faraway objects, and you can also disable offscreen instances of enemies as well. You could even come up with a system for creating and destroying the level as you go through it.

    1024 textures aren't a problem for any remotely modern graphics card, even old integrated intel ones. If you're having lousy performance on an old card, it's probably because the card has been blacklisted and it's rendering via software. You can test it by disabling the driver blacklist in chrome. Technically, you can disable the driver blacklist in node webkit as well, but doing so can cause glitches as cards are blacklisted for a reason.

  • After seeing this...

    alastairjohnjack.com

    It looks like Angvik is an evolution of your previous games? ...That explains much, as the passion shines through...

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  • Hehe, yeah :) I wanted it to be similar in some way to all my previous games on that site.

  • Bought the game, it really is quite nice and I can't get past the beginning of second area, just like in Ghosts 'n Goblins :) Really great to see such a game made in C2, as well - inspires to work on my own game even more.

  • Looks great.

  • About to buy it. Keep up the great work.

  • This is easily the best C2 game I've ever seen, keep up the fantastic work!

  • Looks amazing alspal ! Realy polished ! Congrats to you. It'll surelly help C2 gain more popularity :)

  • Looks good. Any chance for a demo?

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