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Progress Sharing #37
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izzy
Posts: 23
Joined: 1st Apr, 2015 9:15pm
Progress Sharing #37
We have worked a lot on animations. First of all, animations loading was awfully slow. Loading one complex creature with lot of animations and frames took 4-5 sec. Bearing in mind that each level has at least 3 different monsters, this was a big problem. Of course slow loading time was only on first monster encounter. After that creatures are stored in memory, and "loading time" ceases to exist. But from development point of view, it is annoying. I start the game for tens of times a day.
So what causes the problem? The problem was that there is one textual file that describes each frame with various data like: location on texture atlas, frame ID etc. Reading textual files and parsing them was never a fast task. Actually, problem had several parts:
Another problem was that sometimes animation was broken. For example while idle animation was played, some frames played were from absolutely different animation. This appeared once in awhile, and rarely enough to put it at the end of my bug list. I just presumed that it has to do something with component part of animation or bad export/processing of animation frames.
Solution was to create one new graphical format with all data stored in one file.
First of all I needed to created one nice Monster Viewer app for testing purposes.
Secondly, I have redesigned component part of animation. Until now, all frames were separated components and all textures were also separated components. Now I use one component/creature. Component stores all necessary data, so now I need to fetch one component instead of thousands. This will bring some small general speedup in processing.
Since I have already created one propriety format long time ago I decided to reuse it. With small fixes it was ready pretty fast. First test were fantastic. Instead 6sec load I have now loading time of 0.2sec. Created one batch script and encoded all files. Again, instead 300MB of data I am using now 80MB. I am not sure did I fixed broken animation, will see it during tests.
During conversion I found a LOT of problems. Badly spelled animations, missing animations, unnecessary animations. Everything is fixed now. Unfortunately I didn't had a time to put all those changes into the game. That task will wait for the next week.
Animations
With these enemies finished, we have:
This is 52% enemy graphic done. While I have all models, I miss a lot of animation for them.
Quality Changes
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