Dark Wish is coming soon

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SPlice
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Re: Dark Wish is coming soon

Post by SPlice » Sun Apr 15, 2018 3:16 pm

drunken_munki I sent you a PM

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drunken_munki
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Re: Dark Wish is coming soon

Post by drunken_munki » Tue Apr 17, 2018 12:19 pm

ivan wrote:
Fri Apr 13, 2018 12:55 pm
Congratulations on your upcoming Steam release.
Is this a Love2D game? The system requirements look like overkill for this sort of game.
Thanks Dude.

I been doing some fine-tuning and this is the best I can claim for initial release:

"768 MB VRAM required.
Also OpenGL 4.1 support (GeForce GTX 460, Radeon R7 240, Intel HD Graphics 4000)
Or OpenGl 3.3 with support for at least 10240x10240 texture sizes."

I'll be working on this after relase too. BTW do you have access to a win64 os?
My game coming out soon: http://www.team-jungle.com
Github stuff: https://github.com/charlesmallah

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ivan
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Re: Dark Wish is coming soon

Post by ivan » Tue Apr 17, 2018 3:04 pm

Munki, I'm running Windows 10 64-bit.
My laptop is quad core 1.6 GHz so it doesn't meet the minimum requirement of 2.4 GHz.
To be honest I don't even know which version of OGL my machine has installed, I suspect most Steam users don't know that either.
I don't know if my machine supports 10240x10240 texture size - that's a crazy sort of requirement. :) Generally speaking, I don't recommend using textures greater than the screen resolution (it's too wasteful, especially if you're using the alpha channel).

Regarding the key features, I recommend avoiding statements like: "The game UI is rebuilt and scaled to the screen size.", "Built in console, with a range of cheats, debug, and developer commands." and "Workshop integration coming soon."
These are not things you want to emphasize - Steam users are smart and expect these features by default.
I think it's better to talk about your game content.

Good luck!

Nelvin
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Re: Dark Wish is coming soon

Post by Nelvin » Wed Apr 18, 2018 6:53 am

I'd at least try the huge res textures on a few lower spec systems as there seems to be a chance that the driver simply does the padding/upscale and waste the memory required to do so.

Here's an article from Intel about this.
https://software.intel.com/en-us/articl ... erformance

That said, I don't have experience with these huge textures but I'm very interested in the topic because my game (a city builder) needs huge amounts of images too and, given the user builds whatever and however he wants, there's no easy way to group them by usage.

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D0NM
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Re: Dark Wish is coming soon

Post by D0NM » Wed Apr 18, 2018 6:55 am

imo
the screen fonts are too small.
All the rest look very nice.

G'luck!
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ivan
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Re: Dark Wish is coming soon

Post by ivan » Wed Apr 18, 2018 9:57 am

Nelvin wrote:
Wed Apr 18, 2018 6:53 am
That said, I don't have experience with these huge textures but I'm very interested in the topic because my game (a city builder) needs huge amounts of images too and, given the user builds whatever and however he wants, there's no easy way to group them by usage.
If you are using atlases/spritesheets then you can group them by depth/layer which will allow you to use batching.
Personally, I make sure my PNGs are divided in 8-bit indexed color and 24-bit alpha channel - this loads much faster and saves space.
As for using enormous texture sizes, it's just lazy and you'll be at the mercy of whatever the user's video card can handle.

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drunken_munki
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Re: Dark Wish is coming soon

Post by drunken_munki » Fri Apr 20, 2018 3:42 pm

ivan wrote:
Tue Apr 17, 2018 3:04 pm
I don't know if my machine supports 10240x10240 texture size - that's a crazy sort of requirement. :) Generally speaking, I don't recommend
Good luck!
I have a bad feeling about this.

Also, cheers for your comments I've used your advice.
My game coming out soon: http://www.team-jungle.com
Github stuff: https://github.com/charlesmallah

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