Forum Fighters: Rewritten (Discontinued)

Hey all, I’m wondering if you all would use my modded version of Wick Editor in developing this from now on. It’s a lot more performant than the original Wick Editor. However, my version has a different way of accessing sibling clips because of performance reasons. The way Wick Editor did it, with variables, introduced a bottleneck in performance, so I just made it a function I’ll call getClip or something like that. I’d be hosting it via GitHub pages so hopefully none of you have GitHub blocked.

Please answer because I’ll have to rewrite a lot of scripts in this due to that change. Should I make a poll?

Details

With the help of the devtools profiling tool, a bottleneck I’ve encountered is with what I call the script environment initializer. Specifically the fact named sibling clip/textpaths can be accessed via variables.

I’ve tried several ways to optimize it via caching the results of the get activeNamedChildren() function, and measured the time it took to finish the routines on one frame while in battle:

tick ms runScheduledScripts ms
called per script run (vanilla) 3.72 26.30
called once in tick routine 33.05 5.94
results are cached per frame 3.69 34.31

Without get activeNamedChildren() being anywhere in runScheduledScripts(), it takes only ~6 ms to complete the routine – a 76% performance increase. And without that function being anywhere in the tick routine, it only takes ~4 ms to complete that.

So I believe the best course of action would be to completely remove get activeNamedChildren() from the process of script running. This would mean replacing the method scripts use to access other clips, from using variables, to a function that returns the clip with the given name.

Doing this would make the game loop only around 32 ms. Our target is 33 ms. It’s not perfect but it’s at least better than it being 53 ms (a ~40% performance increase). At least on my machine.

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@pumpkinhead, Your improvements are great, but, I’ll ask you to wait. You can certainly create wick editor forks, but Im not sure if you can use this forum to invite people to your version. I have also fork the editor, but it is in pause until I can incorporaye my changes to the original version. I’ll PM to you some details about the original Editor Status.

It’s been an hour and I still haven’t gotten the PM. And I don’t see why I wouldn’t be able to do this in the first place. My fork is just Wick Editor that runs faster, but with one difference with the API only because it was absolutely necessary. That’s all it’ll be. It’s like Optifine.

I also doubt that the devs are going to accept any pull requests anytime soon, since the github was last updated a year ago. I don’t see myself willing to work on this game if it can’t get over 12 fps. I’m not waiting who knows how long for the devs accept a pull request so that this game is playable.

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Oh, right, I didn’t mean to be today, sorry. It is complicated. I’ll contact you for sure.

I saw the enemy and decided to make this:

I decided to give it a bit of lighting

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As suggested by @Hamzah_Alani, i think that having a shared Social media account to document progress and make a community is an excellent idea!

so i did it

WE NOW HAVE AN OFFICIAL TWITTER ACCOUNT

now, of course i wont be just putting all the account info here, that would be dumb :D
so as a shared account the following people will be personally given the info via discord, as luca removed the pm function awhile.
@KringlePrinkles
@pumpkinhead
@Jovanny ?
@Hamzah_Alani
@awc95014

now im no twitter expert, but i do trust you guys, so you are free to do whatever you like to dress up the account in your free time… under a couple of rules and notes.

  • you may at anytime change/post something small (ie: progress on the game, responding to interested persons.)
  • whenever you post anything here you are REQUIRED to sign off (ie: -Tryo)
  • when making major post/changes/overriding a change made by someone else please notify the crew and/or the specific person

my mind is a little empty rn so feel free to tell me to add more things

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couple things about the social media account

  1. I’m not even sure if this is allowed. (the following things in this list are said with the assumption that it is allowed) (@Jovanny)
  2. the info wasn’t dm’d to me.
  3. I’m more familiar with Instagram. just recently made a twitter account but i immediately regretted it.
    a. i feel like twitter is more susceptible to utter chaos than Instagram, but that might just be because i used to consistently hear about twitter users trying to cancel youtubers or something dumb like that.
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That post is about creating a community connected to Forum Fighters, a wick editor project, and didn’t link any social media accounts. It is related to this collab, but I’m not sure if it is or isn’t allowed, I’ll let @Jovanny decide on that.

I’ve started using twitter in April (been using it for a week so far). I think it’s just that twitter is used from people of all age groups, mostly older age groups, since it is known for more political debates (despite the limitations it might’ve had set prior to Elon’s takeover of the platform).

Instagram, however, is less politically used than twitter and has a simpler ui (at least for me). I also think it has younger users, which are the types of people that could be more interested in this game.

I think we could create an account on both platforms for Forum Fighters. I’ve seen games do it before, where they have multiple social media accounts across different platforms posting the same content.

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So are we just doing this, then, until pkhead and Jovanny are (hopefully) able to implement their Wick Editor forks?

Meanwhile, pkhead, is it okay if you could send us an html export of our game that used your Wick Editor fork (if it is allowed, hopefully)? I have gotten very curious of it ever since your reply:

Cause this is probably the best news that I’ve heard next to luxapodular’s post about an upcoming refactoring update to the Wick Editor for performance.

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T-twitter? FNF Drama Flashbacks

Okay, well, that’s cool! I think we can spread the game around a bit more with this! In the future, we might need to try find other sources.

I’m confused as to my standing in this project as of now. I’m good with social media but I’m not leadership

Well you’re helping out with the music and art, currently that’s something.

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This has been always prohibited here. I don’t know why. The Editor will be part of another entity and it will announced very soon, (this month) :blush: … I’ll review all the forums rules with Luca, and the new owners to trully understand why he had some of these rules. I want to propose changes, but I know that some of these rules, like the PMs, have security related purposes.

Once the WE starts the development, I’ll propose to the team to test and incorporate some of the changes implemented from my fork and pumpkinhead’s to the main editor.

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wait, what is prohibited about using other platforms to publicize?

I didn’t say anything earlier about my fork since I wasn’t sure if publicizing forks were allowed. I originally assumed I’d be able to since people can do that freely in BeepBox communities, but I guess in here it’s unclear.

Anyway the project isn’t fully compatible with the changes I made yet, so I don’t even know if it’d be possible to start a game from the menus without it erroring. But the title screens do run at a smooth 30 fps, and the game itself runs at around 24-28 fps. It kinda fluctuates though, but it’s a lot better than 12 fps.

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I feel like I haven’t done anything at all. is there anything i could do to help forum fighters?

hey uh @mlgcoolguys_1 i kinda want to help with the SM Accounts. I’ve always been good with talking and i want to put it to good use.

@MrDashell um, let’s see.

we don’t need music, kringle has it covered. we could use some art, but to be honest i think kringle is also good with art. designing arenas isn’t all that useful. story mode is a long way away, and we can worry about that once the basics are perfected.

so what we need are: a good bot (pick one character and make a bot for it, i think the one in the project right now is better for my character), optimization, and making it so that playing the game over and over again without stopping the project doesn’t turn FPS into SPF (no, not sun protector factor, seconds per frame). and lets not forget just general bug-hunting (although that’s pretty hard in my opinion).

basically, everything is code-based.


@Watrmeln jovanny said shared social media accounts are not allowed. but he seems to imply that he wants to propose changes that make this allowed (probably under specific conditions).


:D

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Yo. I’m not involved, but I’ve been watching development since before I created an account. I’m just saying that this dude’s right. If we make an online version first, then we can dish out the QOL stuff and story mode stuff.

I’ve played one of the versions and it runs really slowly. We could optimize it to make it better.

If help is needed, I could help with art, designing stages, backgrounds, characters, movesets, and things like that, as I’m very good at it.

Also, we need a bot.

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About the SM

Let’s avoid talking about it for now until we see how things work out

useless note

Oh yes, I wanted to point out that old forum users (who used PMs before it was removed couple years ago) can still use their old PM threads to send messages through them. I don’t think that’s really a problem since I think it’s only me and baron who have been using the forums for that long and are still active (and Baron is a mod so he could already send PMs), plus I might’ve been the only one that discovered how to do that, that’s why I didn’t want to create a new post for this, but thought I’d point it out as well.

Enemy bot for story mode

Idk if were going to focus on the current local multiplayer mode, but I agree, we need a good bot, trying to fight the current bot is difficult since it attacks the same second it touches the other player, pushing them back and repeating the cycle, and the only easy way to defeat it is by tricking it into making it jump off the screen, which you can do repeatedly until you win.

Should we focus on creating a bot for an “evil character” ? The current characters we have are good guys, I know, but if we create a bot for an evil character I think it would help with the story mode too.

I think this character is what we need next

That sounds perfect

Character "pages"

That would be a great idea!
And just to add another idea here, we could make the pages for every character work like collectables, you earn them separately when you find or defeat the character, and each character page has a badge of some type (this could connect to the badge system mentioned in the script).


I’d like to also add a few stuff:

  • I’m simply a member making suggestions so if someone disagrees with or wants to add to any of my ideas I’d be glad to listen to them since this is a team project.
  • We might be sharing ideas right now, but just wanted to point out that there are more FF members that haven’t been checking on the forums. I don’t want to tag them rn, but just wanted to put it as a reminder that we will need to do that after we open development back up. I’ll be free after June, I think that’d be a good time to do an “are you alive” check and re-open development if everyone agrees?

In-game quick chat

Most games have a social aspect that makes them played more “long-term” than other games. So I was thinking if we were able to add a chat? I don’t want FF to turn into a “messed up chatting game with scammers and everything” so here’s my idea: after you finish a game with a random person you can send them messages like “good game” and “hey, wanna rematch?” You’ll also have to wait for them to accept a rematch, as well as wait around 5 seconds after every match ends before returning to menu or sending a “rematch request.” These 5 seconds will give time for the start of a chat (make the chat button somewhere clear). To start a chat, after a match ends, we could give the user a list of around 5 emojis (before they even click any button) to send one to the other person with a simple click. It might not seem that important, but simply knowing that someone is there that isn’t a bot makes the game appear less “robotic” and more entertaining.

Chatting words could be pre-set. Take Clash Royal’s in-match chatting system for example.

I kept this idea for last bc I’d like to have a poll here. If we do create a multiplayer version, it shouldn’t be hard to add a quick chat as long as we don’t over-complicate it. Of course, it’s not going to be our main focus at the moment, but always good to think ahead.

  • In-game quick chat
  • No in-game quick chat

0 voters


(Also, no, I haven’t given this post a second read)

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