Muawwal, Ahyar
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Journal : Kharisma Tech

ANALISIS DAN PENINGKATAN PERFORMA WEBSITE COMFYLEARN MENGGUNAKAN STRESS TOOLS SIAWANG, GABRIELLA; Thayf, Mohammad Sofyan S.; Muawwal, Ahyar
KHARISMA Tech Vol 20 No 2 (2025): KHARISMATech Journal
Publisher : STMIK KHARISMA Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55645/kharismatech.v20i2.598

Abstract

The ComfyLearn website is a supporting platform for educational applications for children aged 3–6 years old that provides information and application downloads. The initial performance audit showed low scores, namely Lighthouse at 42%, PageSpeed 72%, Pingdom 78%, and GTmetrix 80%. This study aims to analyze and improve the performance of the ComfyLearn website using four stress tools: Lighthouse, PageSpeed Insights, Pingdom, and GTmetrix. The research method includes initial analysis, implementation of improvements based on Lighthouse recommendations, and evaluation of the results of the improvements. Data was collected quantitatively through real-time audits of each tool. Improvements focused on five main variables: FCP, LCP, TBT, CLS, and SI. The final results showed a significant performance improvement with a Lighthouse score reaching 99, GTmetrix 93, Pingdom 84, and PageSpeed 79.
Implementation of Finite State Machine as an Alternative Story in Another World Reborn Game Winarto, Wilbert Nickson; Marlina; Muawwal, Ahyar
KHARISMA Tech Vol 21 No 1 (2026): KHARISMATech Journal
Publisher : STMIK KHARISMA Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55645/kharismatech.v21i1.606

Abstract

The development of RPG (Role Playing Game) games requires dynamic interactions and immersive stories. However, Another World Reborn has weaknesses in terms of monotonous NPC (Non-Player Character) behavior and a linear storyline, thus reducing the level of replayability. This study aims to implement the Finite State Machine (FSM) method to create a dynamic alternative story using RPG Maker MV. FSM is applied to organize NPC state transitions, dialogue branches, and storylines based on player choices, resulting in three alternative endings: (A) defeating the Demon King, (B) siding with the Devil, and (C) returning to the original world. Testing using Black Box Testing shows that all features function as designed, while usability testing with the System Usability Scale (SUS) on 20 respondents resulted in a score of 74.3 (Acceptable category), indicating a significant improvement from the initial version (score 61.1). And for the reason for choosing 20 respondents is based on the principle that this number is sufficient to identify the majority of usability problems without requiring large resources. Furthermore, these numbers allow for simple statistical analysis, such as the mean and standard deviation, which are useful for measuring the consistency of user experiences. The research results demonstrate that FSM successfully generates three alternative endings while also effectively increasing NPC interactivity and game replayability.