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Grand Touring

Posted: Tue Jan 19, 2021 1:13 pm
by SWEET_TOOTH
Basically working on a gran turismo 2D clone. For now making acceleration and driving mechanics. I have some experience with gamemaker 8 and 6 years of experience with gamemaker:studio. I still struggle a lot with this. Would like to see more documentation or code in action... Anyway, the plan is to get player and some AI cars to race in circuits. There is an example with saving and loading which is great, but I hope It works the same way on 5.12 version. Maybe someone could help me figure out how to use PA_Sin and PA_Cos functions on Float variables?



VERSION: alpha testing phase

GAMEPLAY Screenshots:
Image

Image

Game Cover:
Image

Re: Grand Touring 2D

Posted: Tue Jan 19, 2021 7:34 pm
by Ruffsta
cool.. but the images are not working..

Re: Grand Touring 2D

Posted: Wed Jan 20, 2021 4:27 pm
by SWEET_TOOTH
Well, they are working, only 1 sprite and 1 background (edited with that blue color) to match 256x256 image dimmentions. Otherwise I get graphical errors. So far everything works as it should.

Re: Grand Touring 2D

Posted: Sat Jan 23, 2021 6:41 pm
by Ruffsta
i meant the screen shots you posted above..

Re: Grand Touring 2D

Posted: Thu Jan 28, 2021 7:55 pm
by SWEET_TOOTH
Ruffsta wrote: Sat Jan 23, 2021 6:41 pm i meant the screen shots you posted above..
I fixed it! Take a look ;)

Re: Grand Touring

Posted: Sat Jan 30, 2021 12:00 am
by DigitalDesignDude
Maybe someone could help me figure out how to use PA_Sin and PA_Cos functions on Float variables?
If you haven't already, you can check out the DSGM 5.12 post dicussing Cos and Sin function. I have an example of using them posted in that topic that you can download.

Link to the post:
viewtopic.php?f=8&t=52

Re: Grand Touring

Posted: Thu Mar 11, 2021 2:48 am
by SWEET_TOOTH
DigitalDesignDude wrote: Sat Jan 30, 2021 12:00 am
Maybe someone could help me figure out how to use PA_Sin and PA_Cos functions on Float variables?
If you haven't already, you can check out the DSGM 5.12 post dicussing Cos and Sin function. I have an example of using them posted in that topic that you can download.

Link to the post:
viewtopic.php?f=8&t=52
Yeah I got it done using precise float variables because I really needed it tp be accurate... Anyway I would rly need a tool to calculate how much DS ram is used... I dont want to rewrite half oc code bcs of it missing

Re: Grand Touring

Posted: Thu Mar 11, 2021 8:51 am
by DigitalDesignDude
SWEET_TOOTH wrote: Thu Mar 11, 2021 2:48 am Anyway I would rly need a tool to calculate how much DS ram is used... I dont want to rewrite half oc code bcs of it missing
Wish I knew of a way to find that out. I typically just playtest my game until I get the below message stating I ran out of Vram and then I adjust my game to use fewer room objects or less intensive code.


OutOfVramMessage.png
OutOfVramMessage.png (5.94 KiB) Viewed 2319 times


It's not an ideal workflow, but here are some performance restrictions to know that might apply to your game.

Notable DSGM 5.12 Performance Restrictions
  • An array only applies for the first 128 game objects in a room. (If you have more than 128 objects expect glitches)
  • If you're using rotation, only 32 objects can exist in a room without problems.
  • Game objects can often cause graphical glitches if they are deleted while animating or while collided with another game object.
  • Swapping an object's sprite is more process intensive than switching its frame (I learned that by accident by crashing my game when 3 objects changed sprites at the same time)
  • 1024x768 is the largest room size that still allows for a functional collision map

Re: Grand Touring

Posted: Wed May 19, 2021 9:29 pm
by SWEET_TOOTH
DigitalDesignDude wrote: Thu Mar 11, 2021 8:51 am
SWEET_TOOTH wrote: Thu Mar 11, 2021 2:48 am Anyway I would rly need a tool to calculate how much DS ram is used... I dont want to rewrite half oc code bcs of it missing
Wish I knew of a way to find that out. I typically just playtest my game until I get the below message stating I ran out of Vram and then I adjust my game to use fewer room objects or less intensive code.



OutOfVramMessage.png



It's not an ideal workflow, but here are some performance restrictions to know that might apply to your game.

Notable DSGM 5.12 Performance Restrictions
  • An array only applies for the first 128 game objects in a room. (If you have more than 128 objects expect glitches)
  • If you're using rotation, only 32 objects can exist in a room without problems.
  • Game objects can often cause graphical glitches if they are deleted while animating or while collided with another game object.
  • Swapping an object's sprite is more process intensive than switching its frame (I learned that by accident by crashing my game when 3 objects changed sprites at the same time)
  • 1024x768 is the largest room size that still allows for a functional collision map
These are really good advices, but damn... It's restrictive as hell. I really need to find a way to have bigger maps with collision. For now my game has like 30 objects and a very very big map like 4000x3000 pixels and still runs fine 60fps even after collisions... Let's talk someday so we both can take a peek into it.