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re: Angry Cats?


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#21 NakedPaulToast

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Posted 17 March 2012 - 07:08 PM

Question: Angry Cats is a clone of Angry Birds or it will have different gameplay?


It's a proof of concept. Its role is not to be sold or even further developed, but to demonstrate GM:Studio.

By creating a game that is so obviously similar to one of the leading mobile games they demonstrate that Studio is capable of developing such games. They also demonstrate Studio can create "Single Click" portability to other platforms.
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#22 TheMagician

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Posted 18 March 2012 - 01:39 AM

On my Windows notebook I can play HTML games just fine but this demo is incredibly slow. Basically it's unplayable because of the slowdown, both in Chrome and Firefox.
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#23 WWAZman

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Posted 18 March 2012 - 02:33 AM

it plays well on my laptop using the studio, though a tad bit slow. laptop is a 5 year old Compaq. :\

Edited by WWAZman, 18 March 2012 - 02:33 AM.

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#24 mirda

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Posted 18 March 2012 - 01:23 PM

If your having this issue with every single game then you should probably start looking at where the bottleneck is on your own system. I personally don't have any issues with this or any game, and as you can see from the video YoYo doesn't either.


I also noticed in the YoYo's video ( http://www.youtube.c...h?v=l2uB_BlsvcA ) at 3:29 how the Cat significantly slow down when falling after hiting the wall. Yo can check for yourself. It doesnt look like this is normal physics behaviour.
I dont know if this is only a more HTML 5 related problem or not since this happend on their tablet...

Edited by mirda, 18 March 2012 - 01:24 PM.

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#25 gnysek

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Posted 18 March 2012 - 02:57 PM

Nope. It's cause first version of AC was created, when physics stuff wasn't yet finished and there was some bugs - so it was created to works with that bugs :P Since physics is now fully implemented, behaviour changed a little (looks slower, but FPS is stable) - since it's an free example, so you can adjust it as you want if you want to have exact copy of Angry Birds physic stuff. It's up to you :)

Edited by gnysek, 18 March 2012 - 02:58 PM.

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#26 mirda

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Posted 19 March 2012 - 01:00 PM

Nope. It's cause first version of AC was created, when physics stuff wasn't yet finished and there was some bugs - so it was created to works with that bugs :P Since physics is now fully implemented, behaviour changed a little (looks slower, but FPS is stable) - since it's an free example, so you can adjust it as you want if you want to have exact copy of Angry Birds physic stuff. It's up to you :)



So then, why Im always getting so slow gameplay in HTML 5 ? As I said, it is not specific only for this Angry Cats demo but for most of the games I export and play in web browser. My configuration is Win 7 with all latest updates as is also my Firefox and Chrome. I keep my system clean, updated and it runs normal and smooth.

So, I dont have exactly an idea where should I seek for source of this problem?
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#27 sin_of_nature

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Posted 19 March 2012 - 01:37 PM

Angry Birds was not the first game of this sort... it just added nice gfx and marketed it well. :)


Question: Angry Cats is a clone of Angry Birds or it will have different gameplay?


It's obvious a clone. It's so much of a clone that YoyoGames can basically do nothing with it. Unless they got permission from Rovio Mobile


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#28 rwkay

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Posted 19 March 2012 - 02:01 PM

If you are experiencing slow down on HTML5 then this is the nature of HTML5, it is completely at the mercy of the browser writers, Angry Cats was not really written to be optimised for any particular platform (we spent 2 days on it, for 1 programmer and 1 artist, it was just done as a proof of concept) - obviously your mileage may vary on performance, feel free to tune it as it takes a very dumb approach to rendering etc.

On HTML5 you will get the best performance from WebGL which is not turned on by default as far as I recall.

Enjoy it for what it is, an example (we will be turning it into a tutorial), warts and all.

Russell
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#29 cjr1974

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Posted 19 March 2012 - 02:36 PM

Now do the physics come with studio or is this an extension in Javascript?
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#30 WWAZman

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Posted 19 March 2012 - 09:39 PM

If you are experiencing slow down on HTML5 then this is the nature of HTML5, it is completely at the mercy of the browser writers, Angry Cats was not really written to be optimised for any particular platform (we spent 2 days on it, for 1 programmer and 1 artist, it was just done as a proof of concept) - obviously your mileage may vary on performance, feel free to tune it as it takes a very dumb approach to rendering etc.

On HTML5 you will get the best performance from WebGL which is not turned on by default as far as I recall.

Enjoy it for what it is, an example (we will be turning it into a tutorial), warts and all.

Russell


Russell

THANK YOU VERY MUCH for the sample. My question was never meant to be a critique of the code or the engine, it was merely meant to be a question.

--Eric
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#31 gnysek

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Posted 19 March 2012 - 11:21 PM

btw. if you want it faster on non-html5: open oSlingshot, event Global Left Released, and replace line 13 to:
physics_apply_impulse(x,y, (other.x - x) * 2,-(y - other.y) * 2);
then, open room creation code for room_game and add in second line:
physics_gravity(0,30);
now it will be really same as angry birds... except that we've got pesky birds and angry cats.
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#32 alexandervrs

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Posted 20 March 2012 - 01:27 AM

Hehehe, that makes it behave more like Angry Birds yes. However there were a couple bugs I encountered by playing around with it. For one the checking after all birds are defeated was glitchy sometimes and had to launch my last bird to register them and secondly the bird should remain a little on screen after impact until it comes to a halt. I suppose all those can be fixed by tweaking the engine a little.

On HTML5 I did not have good performance along with some slight cracks between tiles and the HUD glitching a little, enabling WebGL seems it results into a crash for now. On my Android device it performed kinda laggy, but it is to be expected since the original Angry Birds has kind of slowdown somewhat, and finally Windows performed great. Still an impressive testcase especially towards the cross-platform part. :)

p.s. What is the meaning of the "666" points popping up? Kitties from the depths of hell? xD

Edited by alexandervrs, 20 March 2012 - 01:28 AM.

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#33 gnysek

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Posted 20 March 2012 - 10:08 AM

Remember, that this was created in less than 16 hours - I think that it's a good example of what can be achieved in GM i so short time :)
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#34 alexandervrs

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Posted 20 March 2012 - 01:01 PM

Remember, that this was created in less than 16 hours - I think that it's a good example of what can be achieved in GM i so short time :)


Yeah yeah, I am not complaining, after all it's our job to make the game not YoYoGames'. :)
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