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Group:
Tech Member: Tech Members
Active Posts:
4335 (1.48 per day)
Most Active In:
Engineering & Reverse Engineering (638 posts)
Joined:
07-May 05
Profile Views:
2755
Last Active:
User is offline Today, 07:15 PM
Currently:
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My Information

Member Title:
Will one day compete in Wimbledon
Age:
23 years old
Birthday:
June 7, 1989
Gender:
Female Female
Location:
The North

Contact Information

E-mail:
Click here to e-mail me
Website:
Website  http://

Previous Fields

Project:
Project Vangarde
National Flag:
us
Wiki edits:
35

Posts I've Made

  1. In Topic: SEGA wants a new mascot?

    28 April 2013 - 04:54 AM

    View PostMykonos, on 28 April 2013 - 01:42 AM, said:

    Maybe if everyone submits forgotten Sonic characters they'll unknowingly pick one and unintentionally catapult them back into fame.

    Posted Image
    How bout this ugly guy, he looks like he's got the attitude.
  2. In Topic: GML vs. C++

    29 March 2013 - 07:13 AM

    View Postwinterhell, on 29 March 2013 - 03:59 AM, said:

    First I'm going to say that I haven't used GML. However I've heard that in order to save render time on objects that are outside the screen you have to constantly destroy them and create them.

    Not really, you just need to pull a few rabbits out of the hat in order to save on processing power.

    I was trying to create a Terraria-esque 2D sandbox kinda thing, where each block was individually drawn. When I had more than one 128x128 chunk (built from 16x16 tiles) on screen, my framerate crashed using GML's default rendering methods. So a friend of mine pulled a rabbit out of the hat and cooked up some very weird rendering method that blanked the screen and redrew the chunk every time it was updated rather than every frame. FPS went from 3 to the 60 cap I had set.

    As far as switching to C++... I can't really offer that advice. I've tried C++ but couldn't get anywhere with it aside from a trip to the hospital when I banged my head on my desk in frustration. GML can teach you the basics of C++ code structure, but... ugh, C++ feels so needlessly complex compared to GML.

    Keep going with GML, I'd say, since you've already got it established. If you run into a brick wall, think and think hard about what weird tricks you can use to get around that wall. You'd be surprised what a little ingenuity can do with such a limited engine.
  3. In Topic: Green Hill Vs Emerald Hill: Which Zone is More Memorable?

    09 October 2012 - 01:04 AM

    I want to say Emerald Hill. But the fact that Green Hill has appeared in every fucking Sonic game ever since Sonic Adventure 2 makes it win by default.

    It's an ugly, poorly designed level anyways. I don't see why anyone likes it.
  4. In Topic: Sonic vs Mario Bros. (1983)

    19 September 2012 - 11:07 AM

    A single screen game that embodies all of the ideals of Sonic, namely the expansive and vivid environments, seems like an impossible task to me unless you make Sonic about 1 pixel big and the level super small. It just doesn't seem feasible.

    Edit: After reading Sawhog's post, that's about the only thing that feels like it'd work.

    I also remember another hack from awhile ago which locked the camera in place and changed the scenery when you reached the border. I don't know if that would fall under your description though, and from what I remember, it was terribly clunky.
  5. In Topic: What's a decent 3D devkit?

    03 March 2012 - 06:57 PM

    I've decided to give Unity a whirl first. From what I've seen so far (admittedly not much), it might be perfect for what I need, but I imagine bumps in the road will show up soon.

    View PostSANiK, on 02 March 2012 - 03:48 AM, said:

    If you're interested, how far away are you from Rochester, New York?

    Not interested, sorry. Especially since I still live with my parents and I had to go through hoops of fire to get them to let someone else move in.