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And My LoFi RPG (Sorry, Terry for stealing the subject lol)
 
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DeveloperX
202192397


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

PostPosted: Sat Feb 28, 2009 6:38 am    Post subject: [quote]

... okay I'm really getting irritated.

I just spent 4 hours trying to get my entry built on winblows.

It cannot be done because the fucking STL sucks ass on mingw!!

my engine uses the STL heavily, and after building my engine with mingw..it crashes immediately after starting...
I ran it through a debugger and its dying at
Code:

if (names_.find(searchFor) != names_.end()) { /* do something */ }


..fucking .find() method of a std::map<std::string, std::string> is SEGFAULTING!

I hate windows.
If anyone wants to play my entry they need 64-bit Ubuntu Linux.
I'm not bothering uploading a binary nor source for now.
If anyone is truly interested then contact me.

I was going to stay up a full 48 hours and work on it more, but I'm so fucking tired and pissed off right now, I'm just going to bed.
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DeveloperX
202192397


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

PostPosted: Sat Feb 28, 2009 11:32 pm    Post subject: [quote]

I added my entry to the RPGDX projects.

http://rpgdx.net/showgame.php?project_id=404
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DeveloperX
202192397


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

PostPosted: Mon Mar 02, 2009 8:38 am    Post subject: [quote]

Just thought I'd let you all know that I finally got a windows build working! (yay for all you microsoft lovers)

omfg that was a nightmare to get working......

the link is on the RPGDX project page.

a simple NSIS installer. easy to figure out.

Please let me know about your experience.[/b]
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BadMrBox
Bringer of Apocalypse


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

PostPosted: Mon Mar 02, 2009 1:43 pm    Post subject: [quote]

Awesome, downloading.
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increpare
Blue Fillrect


Joined: 19 Feb 2009
Posts: 43

PostPosted: Mon Mar 02, 2009 4:05 pm    Post subject: [quote]

just tried out out there

it has a nice feel, I think, it's sad that there isn't more to the demo though :'(

There are obvious slightly glitchy things like collision (well, it's not that it's glitchy, more that it's not quite pretty yet).

also: characters disappearing when they're at the edge of the screen? (I'm guessing whatever library you're using means that you'd manually have to pick out the visible rectangle...)

one small thing: if, as you say, you're picking dialog options completely at random, maybe it would be better to cycle through them in order? that means that a player won't mistakenly think they've heard all they have to hear. however, if it's cycling through them at random, maybe none of what they have to say is important, ;P

but yeah, it looks like you have a pretty robust setup with your engine; I hope you'll be able to do something more ... filled-in with it in the future :)
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DeveloperX
202192397


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

PostPosted: Mon Mar 02, 2009 4:26 pm    Post subject: [quote]

increpare wrote:
just tried out out there

it has a nice feel, I think, it's sad that there isn't more to the demo though :'(


Yeah I know. I got so caught up in trying to make releases that people could check out, that I ran out of time to create more content! I know one thing..at least I have an engine to use for my next set of rpgs :) FIIINNAALLLYYY! (good lord its been what 6 years that I've been trying to do this?!)

Quote:

There are obvious slightly glitchy things like collision (well, it's not that it's glitchy, more that it's not quite pretty yet).


if you mean the NPC/player collision where its like some bizarre 'dance' yeah....that ended up weird. I will eventually rewrite the NPC code to not walk through the player. I got sidetracked during that phase of the development, and it slipped through to the end.

Quote:

also: characters disappearing when they're at the edge of the screen? (I'm guessing whatever library you're using means that you'd manually have to pick out the visible rectangle...)


Yeah I'm doing visibility based on tile not pixels. That will change.

Quote:

one small thing: if, as you say, you're picking dialog options completely at random, maybe it would be better to cycle through them in order? that means that a player won't mistakenly think they've heard all they have to hear. however, if it's cycling through them at random, maybe none of what they have to say is important, ;P


Dialogues made it into the demo at the last minute, and I could not figure out how to implement properly scripted NPC dialogues fast enough to get it ready for release, so I just created a pool of dialogue for the NPC to read from...and the randomness was a dumb idea, I agree. I'll make it cycle through them until I get proper scripting in place.

Quote:

but yeah, it looks like you have a pretty robust setup with your engine; I hope you'll be able to do something more ... filled-in with it in the future :)


There is quite a lot that I have planned for the engine, and I do intend to create a full blown rpg with it...several actually...but for now, I want to finish the '48 hour' minirpg; adding the other 12 maps that I sketched on paper (mapping takes a long time right now..thats why I stopped at 3) and getting the game menus, inventory, battle entities, and save/load system.

The engine is data-driven for the most part;
and you can mess with the game.world file in data/worlds/
to add more NPCs to the game, and you can write .dialogue files to make them have more to say.
You can change the positions and animation patterns of the NPCs,
you can open game.cfg in notepad and set it to play in fullscreen, and at a higher resolution too.
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ManaTroph
Monkey-Butler


Joined: 14 Nov 2007
Posts: 57

PostPosted: Mon Mar 02, 2009 6:29 pm    Post subject: [quote]

i tried the windows one and couldn't get to work at all.
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DeveloperX
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Joined: 04 May 2003
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Location: Decatur, IL, USA

PostPosted: Mon Mar 02, 2009 7:52 pm    Post subject: [quote]

ManaTroph wrote:
i tried the windows one and couldn't get to work at all.


what???
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ManaTroph
Monkey-Butler


Joined: 14 Nov 2007
Posts: 57

PostPosted: Mon Mar 02, 2009 11:30 pm    Post subject: [quote]

yeah i extarcted the game double clicked the icon and it attempted to open a window or something and then poof! nothing...
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DeveloperX
202192397


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

PostPosted: Tue Mar 03, 2009 12:54 am    Post subject: [quote]

ManaTroph wrote:
yeah i extarcted the game double clicked the icon and it attempted to open a window or something and then poof! nothing...


look in the folder you extracted it into for a file called errors.txt
and if its there, paste its contents here

did you edit the game.cfg at all?

..I wonder why its not working for you...

anyone else have this problem?
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RedSlash
Mage


Joined: 12 May 2005
Posts: 331

PostPosted: Tue Mar 03, 2009 1:53 am    Post subject: [quote]

Works for me.
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Rainer Deyke
Demon Hunter


Joined: 05 Jun 2002
Posts: 672

PostPosted: Tue Mar 03, 2009 2:02 am    Post subject: [quote]

Works for me too. (Windows XP SP3)
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BadMrBox
Bringer of Apocalypse


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

PostPosted: Tue Mar 03, 2009 2:10 am    Post subject: [quote]

It works for me. (Vista)
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Verious
Mage


Joined: 06 Jan 2004
Posts: 409
Location: Online

PostPosted: Sat Apr 04, 2009 6:04 pm    Post subject: [quote]

The Windows version works fine for me.

Overall, it looks good. I did run into some glitches when walking near or into NPCs and I am unable to talk to moving NPCs (or perhaps they don't have anything to say?)

I recommend using SPACEBAR to interact/advance the dialog instead of the ENTER key so the player doesn't have to take their fingers off the arrow keys.

I look forward to seeing future versions of this game with more content.
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DeveloperX
202192397


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

PostPosted: Sun Apr 05, 2009 12:29 am    Post subject: [quote]

Verious wrote:
The Windows version works fine for me.

Overall, it looks good. I did run into some glitches when walking near or into NPCs and I am unable to talk to moving NPCs (or perhaps they don't have anything to say?)

I recommend using SPACEBAR to interact/advance the dialog instead of the ENTER key so the player doesn't have to take their fingers off the arrow keys.

I look forward to seeing future versions of this game with more content.


I could have sworn that I did use the spacebar...when I get time to work on this again I'll look into that.

This is something I want to finish, but I've got too much to do right now. :\
Its also sitting on my list of things to do.
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