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Here is some artwork in progress for you guys to check out our dialogue characters
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Thank you so much i look forward to you joining our discord!
After much work from Josh, we've spoken to Jason and he's given us a lot of insight for optimization on the client. We've done extremely heavy touch ups on the client from ground up removing a lot of things that were not needed
We came across a massive memory leak on the client that would eventually lead it to crash, after heavy debugging we found the problem but we also made a lot of other resource optimizations with it dropping from an average of 200mb to a whopping 90-125mb average
here is a picture of the memory leak
Here is a picture of the new client
We have the client back up and running now
in libgdx, the api we use to make the cross platform game, some resources are not managed by the JVM but rather managed by native drivers and needed to be disposed of manually which we were not doing as i have never dealt with a library like this before and was used to the JVM garbage collector doing all of that work.
Games are resource heavy applications. Images and sound effects can take up a considerable amount of RAM. Also, most of these resources are not managed by the Java garbage collector. Instead they are managed by native drivers. Having the garbage collector decide when to release a 5 megabyte texture from video ram wouldn't be a too bright idea either.
We want fine grained control over the life-time of our resources. There are multiple classes in libgdx which represent such resources. They all implement a common Disposable interface which indicates that instances of this class need to be disposed of manually at the end of the life-time. Failure to dispose resources will lead to severe memory leaks!.
walking is back, ground items are back, item pickup is back, the client is extremely light now and the coding ive done is much more efficent and works a lot better for future development tasks.
there will be a little joystick style button as part of the UI later on that as you move the knob around its radius it will allow you to actually look around other parts of the map without moving / walking just by traslating the camera position so you can see whats above / below / beside you and decide where you want to go next if you are unfamiliar with the area. another feature we have is that you will be able to zoom out / in anywhere from 50% zoom to 150% so you can see fine details of the map or zoom out to see a larger tile radius for long travels.
Here's an update on the female character dialogue, just need some touch ups on the outlines and shadows
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Here's some more artwork, i've started on our female variant of the in game world characters, once finished ill have the ability to easily create skins for the characters
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We've been adding all directions for the player spine animations.
Added female skin on the spine animation for the default player
Been messing around a bit more with spine adding face constraints to dialogue characters
Here is some artwork you guys can use as a wallpaper if you'd like
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Thank you so much for your support Ziva~!
I'm going to try my best and push as much art as i can for the battle system so we can show something on video for you guys.
In regards to the instagram profile, I love their style of pixel art, it looks great!
I'm aspiring to improve each day, I just got into art so we can finish this project. I look forward to improving to the point i can make higher quality art for this game and press forward![]()

Website coming soon, we also have a sound and music composer joining the team!
I've been working hard on some battle background objects
Battle UI Concept
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Last edited by Pokemon; 07-23-2019 at 05:02 AM.
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