CF Games > Fortune Summoners: Secret of the Elemental Stone
Performance issues when multiple menus are open; other thoughts on demo
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SailorVenova:
Sometimes if I'm several levels deep in the menus, such as configuring controls or saving the game, performance and responsiveness greatly drops. When it saved after you come home from school the first time and sleep, the framerate must have dropped to just about 5fps and text in the menu was very slow, and controller events delayed. It's not a big deal really and I didn't notice any similar issues when fighting or anything like that, though I would like a run key (not sure if you can run or not, I decided to bunny hop as that was quicker movement then just walking). Also combat didn't really feel as responsive as I would like, maybe thats because I was using the controller, for example it didn't feel right right with attacking the enemies, maybe direction + attack doesn't get you an attack in that direction (if your facing opposite). It felt a little iffy, Chantelise has a much better feel to it (yes I know comparing 2d/3d isn't so good and Chantelise runs on a completely different engine - but just the general feel of whacking stuff seems a little off and cumbersome in Fortune Summoners). I don't know if Carpe Fulgur can do anything about that or not, but any small improvements to that I think could make the game much more enjoyable, I kindof felt like I was fighting the mechanics of fighting, instead of just fighting. I do love the writing though, I can't compare to the original as my Japanese is mostly forgotten but aside from a couple typo's I noticed (and also, when reading some books I saw F's where I think linebreaks were, I doubt thats intended but it's not so bad) the story and writing so far had me laughing and smiling more then once, a great job there for sure :)
Also of note Fraps does not display a framerate in the game, and I would assume won't record it either - I'm guessing thats because everything is probably rendered with GDI or something Fraps doesn't monitor, hardware accelleration probably isn't really needed in a game like this, but I will say those slowdowns with the menus aren't so good, and I'm on a 6 core system (I'm sure the game is only written to use 1, but still). On a similar note, window mode's window is much too small on my display and I was unable to resize it. I assume that's it's native resolution and the Zoom option in startup is likely just an upscale of that to a higher resolution when in fullscreen - it would be nice to have that option for window mode as well, or at least a 2x/3x scaling amount. I didn't try the fullscreen option because I assumed it wouldn't run it at my native resolution (1680x1050) which would likely result in all my other windows getting moved around or downsized, or it would be stretched or something.
Anyways thats my thoughts on the first half hour or so (a bit more maybe?) with the demo so far - even with these issues I think I probably would get it when it comes out :) It looks like a very cute game, some tweaks to combat feel and other touch-ups could improve things greatly :) Jumping felt very good, but whacking with the sword not so much, and though I like bunny hopping (Quake player :D), a run key would be nice (though I suppose that would require some new sprite animations as well, and considerations might need to be made on how such movement would affect/integrate with combat and I'm aware that's likely beyond the scope of this translation-release project).
Sorry for a longish post.
Congratulations on the week-away release :)
blizgerg:
--- Quote from: SailorVenova on January 12, 2012, 12:33:29 AM ---... though I would like a run key (not sure if you can run or not, I decided to bunny hop as that was quicker movement then just walking). Also combat didn't really feel as responsive as I would like, maybe thats because I was using the controller, for example it didn't feel right right with attacking the enemies, maybe direction + attack doesn't get you an attack in that direction (if your facing opposite). It felt a little iffy, Chantelise has a much better feel to it (yes I know comparing 2d/3d isn't so good and Chantelise runs on a completely different engine - but just the general feel of whacking stuff seems a little off and cumbersome in Fortune Summoners). I don't know if Carpe Fulgur can do anything about that or not, but any small improvements to that I think could make the game much more enjoyable, I kindof felt like I was fighting the mechanics of fighting, instead of just fighting.
--- End quote ---
To run you press the direction twice. I believe there is a menu option for when using the analog stick on the controller for it to automatically run when you push it farther. It does sound like you were fighting with the mechanics. It's very much combo based and if you just try to hit hit hit without using specific key combinations it does not work well and your attacks will be slow. Look at the skills in the menus for hints on that. From my perspective you attack much faster if you chain different types of attacks together. Also, there is an attack that steps you forward to close with an enemy.
SailorVenova:
Ah I see, when I play it some more I'll try some of that, I did see that analog option but I wasn't sure what it would do. Part of my difficulty with the combat mechanics probably stems from me not being used to any comparable games really (2d side scrolling skill use/combo attacking action games). I do think a little smoother feel or sortof perhaps somewhat less precice requirements for basic fighting would be nice, or some sort of move + slash sort of attack, but I guess then it would mess some things up probably elsewhere and as I mentioned before probably goes beyond the scope and goals of Carpe Fulgur in this release. I'll keep at it though, I love Magical Girl anime so the whole setting and the like of this game is sure to keep my interest even if the combat is frustrating at first :)
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