Turbo Laser Lynx Posted December 15, 2019 Share Posted December 15, 2019 (edited) @Nop90 Did you speed up the game itself or the fps? I do like myself some hectic and fast games too, but personally I think it's a fad that has been going on a couple of years too long already, that all games have to be fast and hard Edited December 15, 2019 by Turbo Laser Lynx Quote Link to comment Share on other sites More sharing options...
Nop90 Posted December 15, 2019 Author Share Posted December 15, 2019 29 minutes ago, Turbo Laser Lynx said: Did you speed up the game itself or the fps? The FPS, but the speed too because i'm not limiting the speed (no need to do it under 60 FPS). The game is not fast like on NES, bt very fast, so the training levels start to be not so boring and the new levels are much harder. Don't know if people will like this more than the previous version, but from the point of view of coders the result is much more appealing. 1 Quote Link to comment Share on other sites More sharing options...
Turbo Laser Lynx Posted December 15, 2019 Share Posted December 15, 2019 Ok, nice! Looking forward to try it out! I added a specification to my last post that I meant to write from the start but forgot, so that it's not misinterpreted that I'm only whining xD Quote I do like myself some hectic and fast games too, but personally I think it's a fad that has been going on a couple of years too long already, that all games have to be fast and hard. Quote Link to comment Share on other sites More sharing options...
Nop90 Posted December 19, 2019 Author Share Posted December 19, 2019 (edited) A little sample of the speed reached. lawnmower.mp4 Edited December 19, 2019 by Nop90 2 Quote Link to comment Share on other sites More sharing options...
LordKraken Posted December 19, 2019 Share Posted December 19, 2019 That's a nice optimization you've done here, well done! (so I guess the "final" silly venture release will be this one?) Also would you mind sharing how you double or triple speed/framerate? 1 Quote Link to comment Share on other sites More sharing options...
Nop90 Posted December 19, 2019 Author Share Posted December 19, 2019 Yes, this will be the final release for SV (under testing and final tuning now), but there will be other optimizations and other things added in a final version that we will try to pubish as a phisical cart. Sprite drawing with Suzy was already optimized (20 HBL), the slowdown was caused by the update map loop (700 HBL) so what I did first (with the help of @kezax) was to optimize the drawing loop that made me move from 12 to 20 FPS, than used a cached chain of sprites of fixed position moved with Suzy offsets (with a lot of tricks to have animated tiles). Now I have an average of 60 FPS, but its not constant. Lukily the 1 out of 8 frames that is slower is not so noticeable. What I have now is very good engine for tiled games that I want reuse to speedup Nutmeg, for porting some of the other Retroguru plaltforms, and other original titles with OCEO. 3 Quote Link to comment Share on other sites More sharing options...
Nop90 Posted December 20, 2019 Author Share Posted December 20, 2019 Updated game sent. Soon you can play it on a real lynx. 1 Quote Link to comment Share on other sites More sharing options...
KevinMos3 Posted December 21, 2019 Share Posted December 21, 2019 18 hours ago, Nop90 said: Updated game sent. Soon you can play it on a real lynx. Awesome. I'm excited for this. Quote Link to comment Share on other sites More sharing options...
Nop90 Posted December 23, 2019 Author Share Posted December 23, 2019 (edited) Only 2 days left to the rom release by Silly Venture. and here is an updated video of the improved game: Game is unchanged, but after making it faster we added two small things: 1) in trainig mode you can switch to the next level pressing OPT1, so you can decide the lawn to play. After Lawn 9 there is the main menu. 2) in arcade mode the music changes after every level restart (after fuel is over or after passing a level). Since it can take a lot of tries to pass a level, the change of music seems a good idea. With OPT2 you can rotate musics or mute them. Edited December 23, 2019 by Nop90 4 Quote Link to comment Share on other sites More sharing options...
Nop90 Posted December 24, 2019 Author Share Posted December 24, 2019 all SV2K19 Lynx games and demos, included Lawnmower, released here: Soon on Atarigamer too (I suppose ?). I wait your feedbacks to make the phisical release even better. 3 Quote Link to comment Share on other sites More sharing options...
Nop90 Posted March 14, 2020 Author Share Posted March 14, 2020 Just added an entry for this release on Pouet: http://www.pouet.net/prod.php?which=85011. There isn't a Lynx Games category, so listed it under Gamedev. There is already a Demozoo entry (https://demozoo.org/productions/271677/) added by someone else. Other devs should do the same for theirs SV2019 releases. 2 Quote Link to comment Share on other sites More sharing options...
marss Posted March 14, 2020 Share Posted March 14, 2020 Eager to playing the new build And many more games to come from us Quote Link to comment Share on other sites More sharing options...
+ZeroPage Homebrew Posted May 23, 2023 Share Posted May 23, 2023 ZeroPage Homebrew is playing Lawnmower on tomorrow's ZPH stream LIVE on Twitch, hope you can join us! Tue May 23, 2023 | LIVE @ 6PM PT | 9PM ET | 1AM GMT+1Day WATCH LIVE: https://www.twitch.tv/zeropagehomebrew/WATCH LATER: https://youtube.com/zeropagehomebrew/ Games: On Duty (2019 | Lynx) by Oceo Team / Martial Daviaud @marss (Lead & Graphics) / Karri Kaksonen @karri (Coding & Sounds) Bug Hunt (2021 | Lynx) by Oceo Team / Nop90 @Nop90 (Code) / Martial Daviaud @marss (Graphics) 4Ttude (2020 | Lynx) by Oceo Team / Nop90 @Nop90 (Concept & Coding) / Martial Daviaud @marss (Graphics) / Michal Szpilowski @miker (Music) / Dan Gisselquist (Engine Core) Lawnmower (2019 | Lynx) by Oceo Team / Nop90 @Nop90 (Code) / Martial Daviaud @marss (Graphics & Level Design) / glafouk @glafouk (Music) 2 Quote Link to comment Share on other sites More sharing options...
Nop90 Posted January 23 Author Share Posted January 23 @marss and me are working again on this game to complete the two players mode. So far we completed the menu screen for the comlynx connection and added the comlynx code to the engine. We decided to limit the 2 players mode to the first 5 training screens, this way the challenge is fast and simpler. 10 Quote Link to comment Share on other sites More sharing options...
Blany Posted January 24 Share Posted January 24 I always though this would ge a physical release. Great concept for a game and it looks wonderful. 1 Quote Link to comment Share on other sites More sharing options...
Nop90 Posted January 28 Author Share Posted January 28 @marss still wants to add some nice spashscreen to the game intro and I will have to reorganize the memory allocation again to do it 😒, but the game is completed and the two player mode is better than I expected. This is the final aspect of the multiplayer mode. Soon I'll post a video of the comlynx mode running on two real lynx. 2 1 Quote Link to comment Share on other sites More sharing options...
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