|A small playground level to test the flash version of Voxatron.|
* Wait a few seconds for it to load (~550k)
* Click to get focus
* Cursors + ZXCV or ASDW + JKLI & Space
This version of Voxatron is a 550k swf compiled from the C source using Adobe Alchemy. I can't imagine it will ever replace the native version as a way to play BBS levels, but it might become a nice way to preview them and to share stuff online. It also has the potential to become a convenient way to show replays. Only the key presses are recorded so the data needed is very tiny (around 3k for a long level).
After you finish the level, try ESCAPE (menu) -> "PLAYBACK >>" to see this in action. F to fast-forward.
You can check the frame rate with ESCAPE->OPTIONS->VIDEO OPTIONS. It does around 18 fps for me (Linux/Firefox). You can turn soft shadows on in the video options but it will cost around 4 FPS
No audio support yet
P#6368 2012-07-29 15:05
Running on a Macbook Pro 2.5Ghz i7; 16gb ram (so 1gb is nothing :-p).
Guessing the whole scene is being rendered every frame? Lots of stuff quite static that would save cpu for when nothing's happening; Also could probably cache the visible voxel in a large array to avoid having to re-compute the top most visible one per pixel. Also could run the game at a lower res and draw to a bitmap and then just scale it up (you may be doing this already :-p).
Would be interested to see how well it ran compiled with Haxe; Alchemy is a little outdated now but haxe requires you to port it all to "as3" like code rather than leaving as is.
Nice work anyhow :-D. Love the game.
P#6386 2012-07-31 03:40
47fps with 'hard' shadows ( which looks better for me in this environment )
And your 18fps only shows how much Adobe doesn't care about Linux...
P#6387 2012-07-31 04:01
But that's great to hear other machines are getting pretty decent framerates. I was planning on making some cut down demo levels designed just for web, but it looks any old BBS level will also be possible.
The problem with the dirty rectangle method is that it improves the average case, but makes the worst case worse (lots of stuff flying around). It might be worth using a hybrid approach though -- maintaining an image of the ground voxels and drawing the dynamics with a z-buffer or something.
The game is rendered at 128x200 :p
I like Haxe, but there's no way I could comfortably port the engine. It looks like Alchemy will get official support soon anyway.
P#6407 2012-08-04 19:11
Looks great anyway. Keep up the good work.
P#7962 2013-11-29 12:48
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