I’m not happy with the ending… I think I’ll have to feel it out in-game, so no more editing scene.doc, get it in the game and adjust as I go. Most side characters need some development, but that’s fun/easy given context–it’s only a lot of work due to the volume. Story: The text and scenes are all there, but due to multiple revisions and editing, I think they need another pass.
It’s really a lot to juggle, getting back into it. It’s been a super long time, complete agreement from me / no excuses. So far as the most common question I’m seeing: Is that how the saying goes? I may want to retype that but there’s NO TIME GOTTA KEEP MOVING If I missed yours, please accept my apologizes. they told me never to make rpgs as it takes forever but damn, just want to play more furry ones, so here we are.įinished responding to all the emails. we’re getting a full-experience furporn rpg adventure, the likes of which we usually only see in text or pixel graphic games. don’t want to build up expectations, but i think you’ll be pleasantly surprised. *** end nerd talk, begin informal barks *** Try to break it, like seeing if the character will walk through walls or get stuck… seems bulletproof to my attempts. The idea is when your character stops, if you’re near an object, a pop up will appear and click that to interact.
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Pathfinding is simple grid based, as I don’t have time to code in something more complex. You may notice screen tearing anyway (horizontal line where the screen updates are not sync-ing) as making sure this never happens costs too much processor framerate, so it’ll be our little secret ‘feature’ between us.
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I have read this can cause tearing if the fps is out of sync, but I’m sure newer drivers and monitors sync this to where it’s a non-issue. This way, everything will be crisp… until we all get super 4k HD mega-monitors :/Īlso of note, curious if anyone has a monitor refresh rate of something other than 60 hertz. If you’re like me, you’re not a fan of the blurry text when in fullscreen due to the stretching. I had wanted to code two separate ‘behind the scenes’ handles for 60fps and 30fps, and add a toggle in the options, but with this way, the game will simply appear the same regardless the fps.įull screen is 1080 resolution, windowed is 720. I think this is the ultimate solution regarding slower computers. In theory, this means if you move the character or look at an animation, it will take the same amount of time as it would if the fps were any other number. My computer takes 129 (complex multi-part + animating) sprites or 2,100 small (single-image) sprite objects.ĭelta is the time, shown in seconds here, between screen refreshes. From here, you can stress test: press up or right to create sprites until the FPS drops below 60. My computer hits 174 fps, am sure you can beat me. In theory, to get MAX FPS, fullscreen + turn off grid + press 5 to max out desired framerate. delta, what online games use so game time always runs consistently regardless of the fps.Quick game I made to test several things: