You are on some networking-classes? Sounds good. With my knowledge of the past project … I think positive. I dont know anything about networking in defold and lua but I’ll get on it and it is possible. sure, maybe a lot of things are not optimal and maybe solved “easy” or stupid, but optimizations will be at last (at that point my knowledge about lua and defold will be better )). After some “starting” problems with lua and defold I am getting on it. The dedicated server I quess about 3 or 4.000.Īnd now I “try” this in DEFOLD. The client is about 10.000 lines of code. With just a few TCP commands and simple sprite-commands its a lot to do. another month was optimizations, network and game. ![]() another month was network-coding for the client and a dedicated server. The basic game was playable (building and fighting “alone”) in about 1 month. Not a 2d engine, so I had to code all the stuff by hand. The bad thing is: On some card all resolution will work and on other not. It was in a powerful basic language (Purebasic). Sure, it is unfinished and buggy, but it is/was playable at that time! We played multiplayer with 4 (or 5 - not sure) players. Like you can read above I already coded this game without any engine before. Hey Thanks for you posting and your “good luck” wishes Another 2 month for network and optimizations I quess in this new engine and language it will need a bit more o.O On Testobject the main game was playable after 1,5 month. If the main things are working the multiplayer part will be the next goal. Item spawn is working in early state etc. Some units are done and working also as building structures. I hope it will fast and stable enough After some starting problems with lua and DEFOLD I am on the run to make it. But if I play them, it seems unity dont really support 2d. I know there are TONS of unity games - also 2d. But it seemed to be not the right one for 2d games. Why in DEFOLD? Lot of devs go and use the “famous” unit圓d. maybe there will be singleplayer with AI. the goal is to defeat the other player(s). Its a stategy game so its on the player which stategy he’ll use: rush at the beginning, “castleing” and building a hard to beat base or / and researching for upgrades or new stuff. all needed to build units and structures. Collectors - like the name says, are collecting resources like iron, gold or artefacts. Other units are tanks, rocket-launcher, emp-launcher, buggy, collector etc. Other than that, I didnt know there was a limit on the number of sprites.Ive heard its 25MB, though Ill have to check. Theres a maximum project size of 50MB I think. ![]() All these are working and uses simple energy with refules automatically. When I save it to my computer, it loads with the new sprite there but it immediately tries to save it to the cloud, and this process NEVER completes. With this unit you can build structures like a base, unit-factory, airport, turrets and research-lab to get upgrades and new technology etc. In Abandoned Force you’ll start with a constructor-unit. Maybe some of you know an very old game on AMIGA called M.A.X (Mechanised Assault and Exploration). ![]() It worked, but with couple of bugs.Ībandoned Force (TestObject) is and was a “oldschool-multiplayer-strategy-grid-based-topdown”-game. Original name was (how creative) “TestObject”. Its a remake of my first game I’ve coded some years ago. That might not be a concrete answer, but I hope it helps.I am working on my first DEFFOLD Project called “Abandoned Force”. FlashDevelop has one built in, or there's often a console in packages like FlashPunk, or the good old fashioned Windows Task Manager can be enough. A profiler can help you spot memory leaks and CPU spikes. It doesn't have a super-complex animation, but the game runs at 60fps.īitmap caching is not necessarily the answer, but I found these resources to be highly informative when considering the impact of my graphics on performance.Īlso, as a general rule, build your game so that it works first, then worry about optimization. Most of my sprite sheets use tiles less than 64圆4 pixels, but I have successfully implemented a sprite with each tile as large as 491x510 pixels. Also, a game with a stage larger than 800圆00 may turn off potential sponsors (if you go that route with your game) because it won't fit on their portal site. The file size and dimensions of your sprite maps are going to effect RAM/CPU usage, but how much is too much is going to depend on how many sprites are on the stage, how they are interacting, and what platform you're deploying to.Ī smaller stage will sometimes get you better performance (you'll tend to display fewer things), but what is more important is what you do with it. Unfortunately, I think the only way to get a real answer for your question is to build your game and do some performance testing. If you're looking for hard numbers, Jason's answer is probably the best you're going to do.
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