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syn9
Wandering Minstrel


Joined: 31 Aug 2002
Posts: 120
Location: USA

PostPosted: Mon Feb 02, 2004 11:59 pm    Post subject: vampira has been completed [quote]

20meg zip, 108 monsters, 92 maps, and lots of killing... now if only my server would respond so that i can upload it >(
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Bjorn
Demon Hunter


Joined: 29 May 2002
Posts: 1425
Location: Germany

PostPosted: Tue Feb 03, 2004 12:48 am    Post subject: [quote]

Heh, thanks for giving me credit. I thought we were going to add a scripting language still, but you managed to do fighting and such without? I don't think I have never seen a single CVS update related to it.

I'm very curious about this release. Shall I try to work it into a Linux release after you're done? I should have some time over the weekend.
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syn9
Wandering Minstrel


Joined: 31 Aug 2002
Posts: 120
Location: USA

PostPosted: Tue Feb 03, 2004 1:59 am    Post subject: [quote]

yea, havent done a cvs update because i wanted to make sure i had it all working first, id defanetly like to do the linux compatable version though... it only has a tiny bit of scripting... each poly has a trigger flag, and then i made a trigger editor, depending on that flag, the poly will act as water, waterfall, monsterlocked door, keylocked door, map jump, mapjump-if holding x items, or a monster spawn point.

then each frame when it does clipping / floor shape check it calls process_trigger() and processes whatever trigger the player is ontop of.
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syn9
Wandering Minstrel


Joined: 31 Aug 2002
Posts: 120
Location: USA

PostPosted: Tue Feb 03, 2004 2:54 am    Post subject: [quote]

wooooo, got it hosted >D

20megs
http://www.revrend.net/syn9/vampira.zip

i think we've gotten most the bugs out, but you never know >)


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Bjorn
Demon Hunter


Joined: 29 May 2002
Posts: 1425
Location: Germany

PostPosted: Tue Feb 03, 2004 11:41 am    Post subject: [quote]

Just downloaded it. One thing, you don't have to include the debugging DLLs if you compiled the executables in Release mode (and you should for a release). Also, you should remove the temporary files and CVS directories from the ZIP. It won't really cut the size down, but it's just neater that way. :-)
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syn9
Wandering Minstrel


Joined: 31 Aug 2002
Posts: 120
Location: USA

PostPosted: Tue Feb 03, 2004 3:53 pm    Post subject: [quote]

oh yea, forgot to mention, 90 % of this game was made in a week
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Sirocco
Mage


Joined: 01 Jun 2002
Posts: 345

PostPosted: Tue Feb 03, 2004 11:57 pm    Post subject: [quote]

Coolness... I'll have to give it a try when I'm capable of sitting at the computer for more than a few minutes at a time. Long story, but let's just say that healing takes time ^.^

I remember playing an oooooooooold vampira build using a QB isometric engine you were working on. Then your HD went out, and I didn't hear anything from you for over a year :(
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BigManJones
Scholar


Joined: 22 Mar 2003
Posts: 196

PostPosted: Thu Feb 05, 2004 2:48 am    Post subject: [quote]

I'm in awe.

On the one hand this demo is a truly amazing achievement.

On the other hand:

2000 bmp files? No wonder its 20 mb download!
drawpoly() is not in the file named render?
The only Allegro3d function used was drawpoly_f()?
You know about the rendering issues, won't mention those.
Collision detection is very wonky.

I've said it before, this guy is either a genius or he's stark raveing mad!
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XMark
Guitar playin' black mage


Joined: 30 May 2002
Posts: 870
Location: New Westminster, BC, Canada

PostPosted: Thu Feb 05, 2004 6:47 am    Post subject: [quote]

Aren't most geniuses both? :)
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Mark Hall
Abstract Productions
I PLAYS THE MUSIC THAT MAKES THE PEOPLES FALL DOWN!
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BadMrBox
Bringer of Apocalypse


Joined: 26 Jun 2002
Posts: 1022
Location: Dark Forest's of Sweden

PostPosted: Thu Feb 05, 2004 3:43 pm    Post subject: [quote]

Cant you make the redo bmp's to png or something smaller?
20 meg is a pain in the rear end for a guy like me without broadband...
The game looks nice on the screenshots thought. The shading looks really nice.
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valderman
Mage


Joined: 29 Aug 2002
Posts: 334
Location: Gothenburg, Sweden

PostPosted: Thu Feb 05, 2004 10:04 pm    Post subject: [quote]

Since BMPs compress really well, I don't think PGN-izing the images would shrink the ZIP at all.
_________________
http://www.weeaboo.se
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janus
Mage


Joined: 29 Jun 2002
Posts: 464
Location: Issaquah, WA

PostPosted: Sat Feb 07, 2004 2:37 am    Post subject: [quote]

Valderman wrote:
Since BMPs compress really well, I don't think PGN-izing the images would shrink the ZIP at all.

PNG applies what is effectively two dimensional RLE to an image and then compresses it with gzip. ZIP files just use a gzip-equivalent on an image, and treat it as a 1D stream of data. PNG can achieve better compression, mainly because of the RLE-like compression. Oh, that and if he uses paletted PNG there are other compression advantages, compared to using plain old BMPs.

Using grayscale JPEG for the shadowmaps might not be a bad idea either.
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