Devlog - 84
--- [Current Version, GMS2]
Changes:
ANY OS:
- Replaced / Added new functions for all relevant obsoleted functions from GMS1.4.
- Removed the "Vertex Buffer Method" game option as this is no longer a thing in GMS2.
- Removed the "Alternate Sync" game option as this is no longer a thing in GMS2.
- Improved rendering performance by removing a bunch of unnecessary calls.
- Improved Lighting visual quality and performance a bit.
- Improved Glow Map visual quality.
- Glow Map rendering no longer require a special shader and as such it has been removed. (easier to maintain and better compability)
- Improved Ambient Occlusion visual quality and rendering performance a bit.
- Improved Bloom visual quality and rendering performance a bit.
- Improved Surface Blurring performance. (new shader, same result, used for misc effects)
- Surface Blurring now use a single shader and the two previous shaders have been removed. (easier to maintain and better compability)
- Improved Object Outline rendering performance.
- Outlines are no longer rendered to the Glow Map. (ie: they no longer glow, it was a bit too much)
- Outlines no longer use a random color like the menus and now always use a green/lime color.
- Removed some more assets which are no longer used and the usage of misc variables/functions that are obsolete.
- Fixed 40 bugs / issues. (90% related to GMS2 port)
--- [Before GMS2 Port, GMS1.4]
Changes:
ANY OS:
- Added a depth sorting system in preparation for GMS2 as it uses a completely different rendering system compared to GMS1.4.
- Ported the rendering of every single object over to the new depth sorting system as required for GMS2, this also fixes misc issues like things missing from Ambient Occlusion / Glow Map rendering and such. (better graphical effects)
- Improved Occlusion Map Z Culling by manipulating the view matrix and as such no longer requiring a shader for this. (better performance)
- Improved "Swarmer" enemy visuals.
- Improved the visuals of a certain upgrade.
- Improved performance of Ambient Occlusion and Glow Map rendering.
- Improved rendering performance of Special Tiles.
- Removed misc assets which are no longer used and the usage of misc variables/functions that are obsolete in GMS2.
- Fixed 13 bugs / issues.
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Hello again.
So I decided a while ago to just get going with the GMS2 port already and at this point it's nearly complete.
Thanks to this I no longer need to use GMS1.4 for.. anything really.
I've been trying to make the GMS2 port look as identical to the GMS1.4 version as possible and it's mostly worked out, some things no longer look exactly the same though, such as the sentry bot with the spinning light cone (O.R.B is what it's called internally) for example, I couldn't get this one to behave exactly the same rendering wise (yet.. might try again later) but most people will likely not notice anyway.
I just wanted to mention this is to let you all know that some things will not look exactly the same as before but I'm doing all I can to make it look as good as before.
And just a quick word on performance, the GMS2 version is going to have worse performance, at least at first, maybe forever depending on GMS2, I haven't done any extensive performance testing or anything but it's definitely worse when looking at profiling tools.
Anyway, as you can see above, I've divided the changes list into two categories to indicate what was changed because of porting and what was simply changed. (ie: things that changed in the original GMS1.4 version of the game and things that required change because of porting)
This category divide is a one time only thing since next time there will only be the GMS2 version.
I'll be continuing to port the game to GMS2 and whenever I deem it complete enough I'll be running some demo tests over on Discord and then update the game everywhere else.
But don't get too excited because it will be the same content as before +/- whatever has changed over time, but anyway if you want to help out and test the demo before it's out everywhere else then feel free to join my Discord server listed below.
I'll be posting over there whenever this testing is available.
And this devlog got a bit delayed because I ran into some hard drive issues, one of my drives started corrupting files and straight up removing random files so I had to start backing up whatever I could as fast as possible.
Fortunately it was not the same drive that my gamedev stuff is on so nothing was lost there, I did loose a number of recently recorded videos that wasn't backed up yet though which was quite annoying...
So yeah.. currently waiting to see if I get a new one from the place I bought it (only had it for less than a year) or if I have to buy a new one.
Anyway I guess that's it for this one, we'll see when the next one is out, once again, hopefully before a month has passed.
------------------------------------------
Links:
Patreon
Discord Community
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Zordak
You wake up from an unexpectedly long cryosleep, only to discover that this place is not what it's supposed to be.
Status | In development |
Author | Apapappa |
Genre | Platformer |
Tags | 2D, Atmospheric, Exploration, GameMaker, Metroidvania, Pixel Art, Retro, Sci-fi, secrets, Singleplayer |
Languages | English |
Accessibility | Configurable controls |
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- Devlog - 85 [wall of text]Nov 06, 2021
- Devlog - 83Sep 11, 2021
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