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soozesayer

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A member registered Jan 02, 2016 · View creator page →

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Thanks for the advice! These tips (along with plugging a couple memory leaks I found w/ the dev tools) help set me on the right track, and things are looking better already.

My current project is a shmup, leaning more towards the 'bullet hell' type - i.e. emphasis on dense patterns of bullets. Naturally, this leads to issues with processing demands, though this seemed to happen sooner than I would've hoped - in my test build thus far, the lag becomes noticeable as early as spawning two moderately sized enemies. I've tried to shift some code around to avoid calling functions constantly when I don't need to (i.e. get/setVelocity() on a bullet that's not going to be changing in velocity) but I don't know how much simpler I can make the scripts. Any general tips/advice for cutting the lag further? If it's this bad here, then where I'm going with it would end up being a nightmare...

Hey folks. I'm Matt. 24 years old, graduated from college (majored in materials engineering, and now I'm coding, go figure), nascent game dev living in North Carolina. I've had a long-standing (if largely casual) interest in game design, and recently resolved to teach myself how to make games myself. I have some background experience in coding (dabbled in a number of languages, mostly through high school/college courses) and did make a couple simple games before in Python, using PyGame, but Superpowers is my first real foray into game development.

A good friend who's been at this longer than me recommended Superpowers to me and I took to it pretty quickly. Still getting the hang of things since I'm a bit rusty as a programmer, but it's a learning experience!