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- Image Effects (lowering this may help framerate)
- Anti-Aliasing
There's also a VSync option in the Resolution Settings that may (or may not) help.
I already tried lowering everything before posting my question. Nothing gives me enough frames though.
Anyway, I really like your games (clickers aswell) and had lots of fun with them (I own a dk1, awesome experience... and nausea :) ). Keep up the good work (and please consider adding a few more options to your games ;) )
Our top priorities are fun, performance, and maintainability. It's going to be a free multi-player first person shooter taking inspiration from Time Rifters, CS, Day of Defeat, CoD. We want to develop it with deep feedback from the community, so we will release as soon as we get the first Alpha, likely even release some Tech Demo level stuff first for performance feedback.
We've got so many ideas we're looking forward to experimenting with! Our goal is to start showing off some of our progress in January.
You (I still wonder if you're the one whos creating the games since Kenzie seems to *only* manage everything ;) ) make really stylish games and I envy every gamedeveloper who can make games which people like and play.
Most people are quick with disliking games which doesn't fit their personal taste without any knowledge how much work went into creating them. I built a few games myself (nothing fancy, some javascript/html5 shooters) and I can tell how much effort (and kenzies who kick your ass to make you continue working) it needs to create something decent.
Coming up with a working scenario for an incremental clicker like timeclickers is hard enough, not to mention building a whole shooter which has some fitting graphics, sounds and gameplay.
dl;dr: nice and stylish games, you're the kind of indie-developers who deserve success.
But yeah, she handles A LOT of stuff to keep the machine pushing forward. It's been a great and productive year, we're looking forward to seeing what we can create in 2016.
If you're into making javascript/html5 games, now is an interesting time for WebGL. Unity is now officially supporting their WebGL export and it could become a very powerful platform. It's still really early, and there are performance problems (lack of multi-threading, memory limits), but it's an interesting area to keep an eye on.
I'm actually a full time web developer and building webgames is helping me with new javascript and html5 technologies, becoming a gamedeveloper isn't my destiny ;). I also like to create things from scratch without using frameworks, physicsystems etc. and creating 3dmodels, textures and all that stuff which comes with 3d-gamedesign isn't realy what im good at.
While we're talking, i remembered a little thing which i find a bit unfair in the TR daily challenges. Depending on how much data you log in each run and if you're still developing on the game (if not, I'm ofc ok with it aswell), it's maybe just a small request:
The daily challenge highscore is in an alphabetical order.
Maybe you also gather information about the overall time of all 4 runs which the table could be secondary ordered by.
1. Playername 100% (234 sec)
2. Playername 100% (239 sec)
Grab the yellows early, don't make yourself wait for spikes later on.
Limit yourself: It's better to get a bad score, than no at all (my game crashes if I push it too hard)
Switch weapons: Some weapons have a better performance than others. I might be okay to take raw dps over AoE, if the better weapon makes your game crash anyway.
I run a rig similiar to yours, and today is also one of those days.
Btw: Congrats on your yesterdays score, i tried beating it for 2 hours with different tactics but couldn't find a money/clearing balanced one.