Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

Greetings Apapappa, finished your demo of Zordak, it's visually impressive and fun to play. I've two critiques; When running it takes a bit to reach that full jog speed which feels great, but landing after a jump immediately cuts all your momentum while still moving forward instead of carrying with you like it should, so you have to build it up again. I don't know if you are going to add a speedboost mechanic (like metroid) in the future and that might interfere, but your character should still keep their momentum when running regardless. 

The other less serious critique is the Max settings mode. The FPS drops to the 48 range frequently even though my rig should be able to handle a game like this easily (MH World runs at around 90-120 fps on max settings for me), but I also can't really tell the difference between the high (which runs just fine) and Max setting presets, I'm probably just missing the one culprit option that over taxes the gpu for whatever effect.

(+1)

Hey, thanks for trying the demo and sorry for the somewhat late reply.

I've noted down these momentum issues, I'm pretty sure a system for this already exists and it's based on how high you fall from but with that being said, I'll take a look later since I know you get this slowdown when just jumping normally.

The Max Graphics Quality mode mostly just increases the render resolution but this shouldn't really be a problem on anything other than low-end PCs / laptops with integrated graphics.

Unfortunately there's no way for me to really know why you get slowdowns without more information like PC specifications and even then it might not help much.

I can only speculate this based on you being able to play monster hunter with that framerate:

It really shouldn't be a GPU issue, but you saying it only happens on max graphics indicates that it should technically be since 90% of what happens on max graphics vs high is GPU related.

It may or may not be a CPU issue depending on single core speed since the game is single threaded. (because GameMaker Studio is)

It could be that the fps fluctuates below the frame skipping threshold (I think it's 57 or 53 fps default) and as such turns on frame skipping for a few seconds and makes the fps go down to try and catch up, assuming the frame skip setting was set to dynamic.

So yeah, I can't really say for sure why you get FPS drops.

Anyway, thanks for the feedback, if you have any more information to give then feel free to do so. :)

(1 edit)

Thanks for the reply. I'm using a laptop, but it's GPU is an RTX 2060 and it handles every other demanding 3d game at max setting with at least 60fps. Here are the specs. Again, not a huge deal, I care more about the mechanical game feel aspects so I'm glad to know the momentum thing is being addressed.

(+1)

Hey, thanks for the extra information, unfortunately as I thought, it didn't really help that much.

So from what I can see now, it really shouldn't be a GPU or CPU issue and that brings it down to a few other things like these:

1 - Power saving features, if these somehow trigger while the game is running then these FPS drops can happen.. but I've basically told the game to use as much CPU as possible to prevent this from happening so it should be unlikely this is the issue.

2 - Windows had an update a while ago which caused some GameMaker Studio games to run at reduced framerate, never had this issue myself so I don't really know how bad it was but there were a bunch of posts over on the GameMaker forums about it.

No idea if this has been fixed in another windows update either.

3 - 240Hz monitor, I've read about issues with this on the forums as well (not limited to 240Hz but high refresh rate monitors in general) but never really had any issues myself running 120Hz or 144Hz monitors.

So not sure about this one either.


So basically what I'm saying here is that I have no idea what the issue is really and as such there is nothing I can do to fix it right now.

And with all this being said, this issue may or may not be solved once I update the demo again since the game is in the process of being ported to GameMaker Studio 2 which is a much more up to date version of the engine.

This also means the game will be switching over from DirectX9 to DirectX11.

So yeah.. this issue is on the backburner for now since once I release the new demo any old issue like this might become irrelevant.

Anyway, thanks for trying to help me out and sorry this post became quite big, it's just hard to explain these things in short.

(+1)

No problem, I'm always interested in the nitty gritty technical aspects of these types of things. Good luck with the future updates, i'll definitely want to play the complete game when that becomes a reality.