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 on: September 30, 2015, 12:45:02 PM 
Started by Zetor - Last post by CraigStern
Huh--that's odd. So, the relevant lines are 627 and 914. clearEmitters() is the function responsible for getting rid of any left-over particle fountain emitters remaining at the beginning of each turn. That's odd that it kept counting 0 emitters in the renderer even while it was still clearing them out of the emitters array, but there were none left in emitters by line 914, so it at least seems like it was working? I'm going to need to do some tests on this one.

If you notice this happening again, do me a favor and let me know if you saw anything immediately preceding the particles sticking around.

 on: September 30, 2015, 12:02:49 PM 
Started by Zetor - Last post by Zetor
Definitely seems to be better in 1.049, thanks! Unfortunately the bug reared its ugly head again when I got near the end of the "mines entrance" battle. While fighting some of the reinforcements (not sure if it was a killing blow or not), the 'combat sparklies' decided to stick around, and the game slowed down a lot after that. I attached two screenshots showing the offending particles at the center-left of the screen... also, this time I captured a log a short while after I first noticed the slowdown in case it contains anything useful.

 on: September 30, 2015, 07:04:46 AM 
Started by CraigStern - Last post by CraigStern
released version 1.049

 on: September 29, 2015, 08:37:14 PM 
Started by CraigStern - Last post by CraigStern
- fixed a bug in which the game would mess up the nextBattle attribute for saved games upon closing the Reserve Supplies screen on procedurally generated map.

- restored the appearance of the title screen to its pre-scaling state.

 on: September 29, 2015, 03:15:11 PM 
Started by CraigStern - Last post by CraigStern
- fixed a bug in which the game gratuitously decided that all pushable characters were, in fact, not pushable.

 on: September 29, 2015, 02:26:18 PM 
Started by CraigStern - Last post by CraigStern
- fixed a bug in which tags added by equipped items would persist after a battle and get added a second time in the next battle, and the third time the battle after that, etc.

 on: September 29, 2015, 02:16:00 PM 
Started by Mithaldu - Last post by CraigStern
Hm. Well, the game itself is set to run at 45 frames per second--about 3 times the 15 frames per second at which the game's frame-by-frame pixel animations are rendered, which is itself a bit higher than the 12 FPS for traditional 2D frame-by-frame animations. That's probably not the cause of the mouse latency, though. Unfortunately, I'm not aware of anything that would directly impact mouse latency in the engine I'm using; it may be that AIR simply doesn't get on well with your hardware configuration. :(

 on: September 29, 2015, 02:06:34 PM 
Started by Mithaldu - Last post by CraigStern
This isn't a bug; the game just doesn't remember the actions window's position in between battles.

 on: September 29, 2015, 12:10:53 PM 
Started by Mithaldu - Last post by Mithaldu
This still happens.

 on: September 29, 2015, 12:02:16 PM 
Started by Mithaldu - Last post by Mithaldu
Sorry from my side too. I did not realize you had answered, since the forum had not auto-subscribed me to this topic i made. Odd.

As for the mouse issue, there are two separate problems here. However both are subtle and may slip by the attention of people who are not experienced enough to tell small differences in latency or framerate.

And no, this is not any kind of accumulative lag, but constant and universal in the game.

1. On the title screen, the game runs at sub-60 fps by default. Although that is, in fact, inaccurate. The game doesn't run at any FPS, since it doesn't even update the title screen unless the mouse is moved. I'm sure you know about that bit. What you may not know about is that when simply moving the mouse in a circle, the screen will update at roughly 45 fps; unless you mouse over the title screen menu entries, which can make it go to 60 fps.

2. Latency. This one's a little harder to explain. I don't know how much detail you want, and/or need to be convinced, so i will keep it to the most simple and solid facts: For every computer UI experience there is one very important number, the time spent between user input occurring and being acknowledged. This is usually called UI latency and measured in milliseconds. In more simple terms: How much time passes between the hand on the mouse moving, and the brain having interpreted the image of the cursor having moved.

In windows itself that latency is extremely low due to being handled almost entirely in the kernel and with hardware blitting. It is for all intents and purposes imperceptible. In your game the way your game loop works adds a constent and noticable amount of time to this latency, making it feel like one's dragging the mouse cursor around with a rubber band, though a very small one. I'd say there's about 16-32 ms latency added by your render engine.

Note that while not many may consciously notice this happening, you will definitely see people give you feedback along the lines of "this feels better" if you allow them to use the hardware mouse cursor.

Also note this video for a more in-depth explanation of the various layers at which latency is incurred:

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