A little animation I made for my boyfriend's exploration team, Team Raspberry Chaos! (I drew them a couple of times really early on in my Monster Mystery art lol)
Thanks for your patience, I'm still working on the slowmo problems (Not many of you experienced it, but it's something I want to do my best to mitigate or fix completely before we get further in)
Long story: I'm looking into solutions to my dungeon AI and turn-order code to make it essentially frame-independent (basically, I've made it work as low as 60fps now (was 1000 OOF xvvx), but since the code waits a frame or two for each character on the board, it's not fluid) a solution like this would not only make it fluid, but would remove any framerate issues completely when in a dungeon. (Computer could still lag if you're running a gameboy cpu though, we'll see) but none of the lag would be essentially hard coded into the game itself XvvX if the frame-independent code doesn't work out in a while, I'll switch to AT LEAST getting it to run nicely at 120-200 FPS... it would at least be better than the 1000 it currently needs...
TLDR: still working on the slowmo bug when ran on slower end computers/when capped framerate using external tools. Right now I'm working with a friend to get it working on cpus all the way back to i3s so I'll do my best! Thanks for your patience, those of you who struggled to play because of it! And thanks for helping me out! ^vv^
Anyway, have a great weekend going out and hunting monsters on that new mobile app I suppose-- A new locale just dropped: your neighborhood! Come on, we're explorers! ^vv^
Nah I'm just kidding, do what you want, way too hot and humid where I am right now anyway >vv< Toodles!
Link to all my Monster Mystery project's stuffs
Thanks for your patience, I'm still working on the slowmo problems (Not many of you experienced it, but it's something I want to do my best to mitigate or fix completely before we get further in)
Long story: I'm looking into solutions to my dungeon AI and turn-order code to make it essentially frame-independent (basically, I've made it work as low as 60fps now (was 1000 OOF xvvx), but since the code waits a frame or two for each character on the board, it's not fluid) a solution like this would not only make it fluid, but would remove any framerate issues completely when in a dungeon. (Computer could still lag if you're running a gameboy cpu though, we'll see) but none of the lag would be essentially hard coded into the game itself XvvX if the frame-independent code doesn't work out in a while, I'll switch to AT LEAST getting it to run nicely at 120-200 FPS... it would at least be better than the 1000 it currently needs...
TLDR: still working on the slowmo bug when ran on slower end computers/when capped framerate using external tools. Right now I'm working with a friend to get it working on cpus all the way back to i3s so I'll do my best! Thanks for your patience, those of you who struggled to play because of it! And thanks for helping me out! ^vv^
Anyway, have a great weekend going out and hunting monsters on that new mobile app I suppose-- A new locale just dropped: your neighborhood! Come on, we're explorers! ^vv^
Nah I'm just kidding, do what you want, way too hot and humid where I am right now anyway >vv< Toodles!
Link to all my Monster Mystery project's stuffs
Category Artwork (Digital) / All
Species Unspecified / Any
Size 1280 x 720px
File Size 7.38 MB
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