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Terry
Spectral Form


Joined: 16 Jun 2002
Posts: 798
Location: Dublin, Ireland

PostPosted: Mon Oct 25, 2004 11:53 am    Post subject: [quote]

I've posted a small walkabout entry after all.

http://www.maths.tcd.ie/~terry/archives/guardian.exe

(edit) I should probably mentain the controls: Right control attacks, enter for menu, arrow keys move. You can jump with right shift, but there's nothing to jump on. If you want to quit, you have to use the menu, sorry,
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Adam
Mage


Joined: 30 Dec 2002
Posts: 416
Location: Australia

PostPosted: Mon Oct 25, 2004 4:48 pm    Post subject: [quote]

It's "complete" but very, very short.

http://users.tpg.com.au/mindle/ninja'd.zip

And the autum trees are real crappy.
I consider it "more decient" that my previous compo entries.
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janus
Mage


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

PostPosted: Tue Oct 26, 2004 12:35 am    Post subject: [quote]

adam wrote:
It's "complete" but very, very short.

http://users.tpg.com.au/mindle/ninja'd.zip

And the autum trees are real crappy.
I consider it "more decient" that my previous compo entries.

Lags up when the player or enemies fire off attacks and locks up for about a second. Runs kind of slow overall.
Otherwise, pretty cool. Just fix the rendering/performance bugs and it'll be solid!

Just got to try Mandrake's entry, pretty nice. The input code felt really fast, though. It was hard to control the player and the menu.

BTW, when trying to delete DeveloperX and LordGalbalan's demo from my desktop, I noticed that it was still running after I exited. Good coding! You guys might want to fix that before selling the engine.
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DeveloperX
202192397


Joined: 04 May 2003
Posts: 1626
Location: Decatur, IL, USA

PostPosted: Tue Oct 26, 2004 2:12 am    Post subject: [quote]

janus wrote:
BTW, when trying to delete DeveloperX and LordGalbalan's demo from my desktop, I noticed that it was still running after I exited. Good coding! You guys might want to fix that before selling the engine.


sorry, that is a bug that will be fixed when we upload the update.

Things that are in the works:
- fullscreen scrolling
- menu system
- integrating the virtual machine to allow event scripting
- NPCs
- cpu independent game timing (I know it runs too fast for you guys, I have a sssllloooowww PC that I'm writing this game on.)

I've tried Mandrake's demo.. man that thing was slow, and it froze up, I had to reboot.
That Ninja thing demo locked up when a glowworm got near me..had to reboot again.
The Guardian demo was cool! Though, perhaps specifying that you have to press CTRL to advance dialogs, would have been helpful. ~ I downloaded Project Distraction.. very cool ~ also how I figured out about CTRL being used ~

Well, all I can say is that the first map for Dream Destroyer is finally finished, and will be in the update. :)
That 'puddle' was because of it being a test map,
and you're stuck in it, because the collision detection..not all water tiles are solid..only the ones I specify with the map editor, in that case, it was just the edges of the 'puddle' and I didn't move the player, since I was too busy.


Anyway, I'm off to go get some more bugs out the engine.
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tcaudilllg
Dragonmaster


Joined: 20 Jun 2002
Posts: 1731
Location: Cedar Bluff, VA

PostPosted: Tue Oct 26, 2004 6:57 am    Post subject: [quote]

Quote:
Things that are in the works:
- fullscreen scrolling
- menu system
- integrating the virtual machine to allow event scripting
- NPCs
- cpu independent game timing (I know it runs too fast for you guys, I have a sssllloooowww PC that I'm writing this game on.)


Fullscreen scrolling - check.
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Adam
Mage


Joined: 30 Dec 2002
Posts: 416
Location: Australia

PostPosted: Tue Oct 26, 2004 8:39 am    Post subject: [quote]

janus wrote:

Lags up when the player or enemies fire off attacks and locks up for about a second. Runs kind of slow overall.
Otherwise, pretty cool. Just fix the rendering/performance bugs and it'll be solid!


I've added a second exe to the zip, http://users.tpg.com.au/mindle/ninja'd.zip , it runs the game with no transparent sprites or dynamic lights. The outside map is probably always going to be slower tho.
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Mandrake
elementry school minded asshole


Joined: 28 May 2002
Posts: 1341
Location: GNARR!

PostPosted: Tue Oct 26, 2004 12:18 pm    Post subject: [quote]

Hmm. I need to still tweak the speed of the input code.

Anyway,

Quote:

I've tried Mandrake's demo.. man that thing was slow, and it froze up, I had to reboot.


What the hell were you playing it on? I've tried it on a comp as low as 250 mhz and it ran fine (although the input was still polling fast even on that one....)
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DeveloperX
202192397


Joined: 04 May 2003
Posts: 1626
Location: Decatur, IL, USA

PostPosted: Tue Oct 26, 2004 1:25 pm    Post subject: [quote]

Mandrake wrote:

What the hell were you playing it on? I've tried it on a comp as low as 250 mhz and it ran fine (although the input was still polling fast even on that one....)


AMD K6-2 550 Mhz 400MB RAM, 120GB HDD, Windows 2000 Professional.

your demo was slow.
I tried it again, after rebooting, and turning off everything but the standard windows services, and it still was slow, and it still froze after leaving your 'town' map.
Sorry, but try again. Gia is powerful, but your demo really doesn't show its true power.

Btw, are you still going to write that dw rpg tutorial for Gia?
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XMark
Guitar playin' black mage


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

PostPosted: Tue Oct 26, 2004 1:28 pm    Post subject: [quote]

Worked perfectly for me. And i'm also running Win2K Professional.
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Abstract Productions
I PLAYS THE MUSIC THAT MAKES THE PEOPLES FALL DOWN!
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Mandrake
elementry school minded asshole


Joined: 28 May 2002
Posts: 1341
Location: GNARR!

PostPosted: Tue Oct 26, 2004 1:35 pm    Post subject: [quote]

Hmmm. I think it might be with the double-buffering system. If you don't have hardware double-buffering it tries to simulate it in the software and that does slow it down. But no more so than any of the examples. Actually, this current demo should run faster for you than the Gia demo's. Does for me anyway. Freezes after leaving the town map? Probably the fading routines I added into the latest Gia build. Is anyone else having this problem?

Never said it showed off the true power of Gia- but the game (when it's finally complete) will show that it can be used to make a game of a decent size.

So far, you seem to be the only person on windows having this problem as well as speed issues. Odd. Do you have a 3d card at all?
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DeveloperX
202192397


Joined: 04 May 2003
Posts: 1626
Location: Decatur, IL, USA

PostPosted: Tue Oct 26, 2004 3:25 pm    Post subject: [quote]

Mandrake wrote:
So far, you seem to be the only person on windows having this problem as well as speed issues. Odd. Do you have a 3d card at all?


Heh, just my luck I guess.
Yeah, I've got a 3d card, nVidia geForce2 MX 400 32MB AGP.

I tried running it on my laptop, IBM ThinkPad T20, Pentium 3 700Mhz 128MB RAM, S3 4MB GFX..It loaded..and then froze.
Didn't even display any graphics, just froze.
I couldn't even use windows task manager to close it.
I had to pull the power, and the battery to get it to shut off, so I could reboot (man win2k doesn't like it when you don't shutdown....bah damn m$)


I don't have a clue why your demo wont run for me..heh, like I said, just my luck.
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Mandrake
elementry school minded asshole


Joined: 28 May 2002
Posts: 1341
Location: GNARR!

PostPosted: Tue Oct 26, 2004 3:55 pm    Post subject: [quote]

Wow. Really weird. Not just a little- pretty damn weird. Win2k on both of 'em? Hmm. The fading routine I can try to fix- the other one where it doesn't even run at all- that's just plain weird and will be hard to track down.
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bay
Wandering Minstrel


Joined: 17 Mar 2004
Posts: 138
Location: new jersey, usa

PostPosted: Tue Oct 26, 2004 5:18 pm    Post subject: [quote]

all the entries that have something to run, ran on my computer. i'm impressed with them all; you guys have some good initiative to get something done in your weekends. unfortunately, my weekends have been booked for ages, so spontaneous stuff isnt happening quite right now.

.02$
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Bjorn
Demon Hunter


Joined: 29 May 2002
Posts: 1425
Location: Germany

PostPosted: Tue Oct 26, 2004 10:25 pm    Post subject: [quote]

DeveloperX wrote:
I couldn't even use windows task manager to close it.
I had to pull the power, and the battery to get it to shut off, so I could reboot (man win2k doesn't like it when you don't shutdown....bah damn m$)

It's using Allegro, so if it freezes you can try Ctrl+Alt+End to shut the game down. If that and the task manager don't work, wouldn't you still be able to hold down the off button of your laptop for about 3-4 seconds, so that it'll turn off without asking the operating system? Should be easier than pulling out your battery...

As I said earlier, Gia is doing some hard lockups in Linux too, but then in Linux you can go to a console and type "killall -9 gia" and it closes anyway. If you were running Gia fullscreen, you'll have to restore your resolution by hand though.
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Mandrake
elementry school minded asshole


Joined: 28 May 2002
Posts: 1341
Location: GNARR!

PostPosted: Tue Oct 26, 2004 11:59 pm    Post subject: [quote]

Right. I'm working on fixing that- (the lockups in Linux), but I might not be able to get it in by the release of 2.0. My main plan is to get a finalized API stable and set on windows, and then work out the bugs moving it to Linux, then to Mac.
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