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June Update

🕑 Added 2019-06-04 11:00:23 +0000 UTC
June Update

Comments

Babus

Thanks for your insight! Yep, there's a lot of people using frame per frame animations, but for me it's getting a bit inconvenient: it's hard to stuff a lot of content into a game if there is a build size limit (most of websites do). As you say, I could just reduce the framerate, but I think I can avoid that if I manage to get good results with engine animations -which also would just remove 90% of the build weight right away. Regarding the super long load times, this issue only happens in web browser. There are also some bugs related to RAM that make the game crash in some low-end PCs, so I think this might be a good solution to it.

Steven W.

Where's my earlier comment? Did I delete it by mistake? I was saying that while it's commendable to try to use an engine, most devs seem to do fine with frame-based animations. Many go as low as 5-6 frames for the whole animation. You could try to find a sweet spot between that and your current, super-fluent animations, if you want to save space. I don't know what you mean by super-long load times. I could notice a delay when launching a game and going straight into the animation gallery and clicking on an animation (rather than loading a savestate). But this happens just once, takes 3-4 seconds of waiting, it didn't bother me. Probably depending on HDD speed, as the game needs to be read from there? I think as long as you keep the chapters the size that they are currently, and only load a chapter at a time, the loading time is fine.


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