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rooter_lazy_as_well Guest
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Posted: Mon Jun 14, 2004 2:31 pm Post subject: |
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I guess if a Zelda clone that isn't even on par with Zelda 1 is what you consider fun, then yes, it's a great game.
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Joakim Tenshi's Bitch (Peach says "Suck it!")
Joined: 05 Apr 2004 Posts: 64
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Posted: Mon Jun 14, 2004 10:44 pm Post subject: |
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I have to agree, known to be honest and harsh, that this game really sucks.
I am sure it's not your fault Mandrake, but it's awfully slow as Rooter already stated.
This indeed ruins everything about a game, and I suggest you throw out your plans on charching for it until you switch to a better engine or make one yourself(based on a less heavy one or a library).
I didn't expirience the gameplay fully, as it was too slow, but it didn't seem very unique or fun to me. As Rooter stated, it's not at all on par with the old Zelda I, and less technically impressing - an accomplishment in itself :P
I have yet to see any game worth playing from Phyton, but I hope to be surprised one day ;) You can do better!
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Mandrake elementry school minded asshole
Joined: 28 May 2002 Posts: 1341 Location: GNARR!
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Posted: Tue Jun 15, 2004 1:03 am Post subject: |
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Quote: | Hmmm? If you've still got the source, it would be worth it to tweak the code to use timers to regulate the speed. The engine wasn't horribly flexible, but it had enough "oomph" to get the job done. I'd like to see an expanded version of the demo, or at least a minigame made out of it
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I've thought about that...but the code is helluva mess. It was back when I was first learning C++....and I did some silly things that make putting in timers difficult (ie: one in particular being that the Gui's, the scripting engine and the main walking /tile engine have their own rendering routines....sigh). I'll try to do it though. Could be fun.
On the speed issue- it's not keeping it faster/slower in general, it's each time I change it to fit one computer, it slows down/speeds up on others. Although white_door had a good fix for that, he suggested a config file. How many people wouldn't mind having to edit a config file to try and get speed right on there computer?
and Happy- your telling me every game you play has not one flaw in it? at all? bullshit. _________________ "Well, last time I flicked on a lighter, I'm pretty sure I didn't create a black hole."-
Xmark
http://pauljessup.com
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Mandrake elementry school minded asshole
Joined: 28 May 2002 Posts: 1341 Location: GNARR!
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Posted: Tue Jun 15, 2004 1:06 am Post subject: |
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honesty is good. Keep telling me it sucks, i mean it, just as long as you guys say why it sucks.
Meh, no more PyGame for me after this though. It's too much of a headache. _________________ "Well, last time I flicked on a lighter, I'm pretty sure I didn't create a black hole."-
Xmark
http://pauljessup.com
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Sirocco Mage
Joined: 01 Jun 2002 Posts: 345
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Posted: Tue Jun 15, 2004 1:44 am Post subject: |
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Quote: | How many people wouldn't mind having to edit a config file to try and get speed right on there computer?
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The elegant solution would be for the program to configure itself based on the current frame rate.
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LeoDraco Demon Hunter
Joined: 24 Jun 2003 Posts: 584 Location: Riverside, South Cali
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Posted: Tue Jun 15, 2004 2:11 am Post subject: |
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I found it mildly boring, and the controls were unintuitive. An in-game description of the controls, and the purpose, would be a good thing. _________________ "...LeoDraco is a pompus git..." -- Mandrake
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bigmanjoneses Guest
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Posted: Tue Jun 15, 2004 2:20 am Post subject: |
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Well, the gfx are nice, if small. The collision detection is kinda 'inaccurate'. If the sword-projectile is in the general vicinity then its a hit. Gameplay-wise unlimited projectiles are lame without powerups to get you there imo. Didn't like the character movement, steps are too large.
Fun? No.
Good music though.
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Happy JonA's American snack pack
Joined: 03 Aug 2002 Posts: 200
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Posted: Tue Jun 15, 2004 4:13 am Post subject: |
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Mandrake wrote: | Happy- your telling me every game you play has not one flaw in it? at all? bullshit. |
They have flaws, yes, Mandrake. But I think we're talking about two different kinds of flaws. On one hand you have the small, occasional bug, this could be considered a flaw, although very mild. On the other hand you have a big pile of watery shit, which has been apparently molded (in a haphazard manner) into the intangible shape of a game engine. This form of a flaw is what I consider a flaw.
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Rainer Deyke Demon Hunter
Joined: 05 Jun 2002 Posts: 672
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Posted: Tue Jun 15, 2004 6:26 am Post subject: |
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I'm not keen on editing a config file, but I'd rather edit a config file than have an unplayably slow game (which Crystal Quest is right now).
pygame is just a thin layer around SDL, and I can say for a fact that SDL, if used correctly, is fast enough. If pygame is significantly slower, this must be due to the interface between the SDL C code and Python and/or Python itself.
However, getting good performance out of SDL across a wide variety of computers is neither obvious nor easy. And there's nothing - short of using OpenGL for rendering - which can give SDL good performance when running in a window (as opposed to full screen).
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Sirocco Mage
Joined: 01 Jun 2002 Posts: 345
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Posted: Tue Jun 15, 2004 11:38 am Post subject: |
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I think, in all honesty (and this is definitely not what you want to hear) that the game in its current form is simple enough to rewrite using Allegro in very short order. Then again, if you can come up with a good fix for the speed issue, then this argument becomes moot.
What would I like to see?
1. The gameplay is simplistic, so I'd like to see usage of items or powers, or something to even things out. Perhaps go the Four Swords route and have numerous items that could only be carried one at a time. I get the feeling you've got more in store for the player, but the current demo doesn't convey that.
2. Variety of scenery. Like all of the Zeldas, each area in the world had a strong visual presentation in respect to the previous area (i.e. there was a large level of variation). The forest is good, and again... I get the feeling there is much more to the game than that.
3. A short range striking weapon, as opposed to a knife to throw. It would be nice to have a button to use a powerful close range attack, and another for a weak knife toss.
4. Blocking. Do I get a shield, or energy barrier, or something?
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Joakim Tenshi's Bitch (Peach says "Suck it!")
Joined: 05 Apr 2004 Posts: 64
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Posted: Tue Jun 15, 2004 12:18 pm Post subject: |
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This engine could hold potential, but fix the speed problem as fast as possible :)
I want to try this game when it's actually playable...
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mandrake_poop Guest
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Posted: Wed Jun 16, 2004 12:50 am Post subject: |
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Quote: | An in-game description of the controls, and the purpose, would be a good thing.
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Yeah, I was planning on doing that.
Quote: | The elegant solution would be for the program to configure itself based on the current frame rate.
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Probably going to do that, since it would require the least code change. Although i sitll plan on scaling back now, getting rid of some features (like lighting and the water), moving it to full screen.
Quote: | pygame is just a thin layer around SDL, and I can say for a fact that SDL, if used correctly, is fast enough. If pygame is significantly slower, this must be due to the interface between the SDL C code and Python and/or Python itself.
However, getting good performance out of SDL across a wide variety of computers is neither obvious nor easy. And there's nothing - short of using OpenGL for rendering - which can give SDL good performance when running in a window (as opposed to full screen).
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actually i think the main bottleneck is that it is a very light layer around SDL- so every SDL call you make goes through the scripting engine first. This slows things down a bit. I'm moving it to full screen and see if that accomplishes anything.
Quote: | I think, in all honesty (and this is definitely not what you want to hear) that the game in its current form is simple enough to rewrite using Allegro in very short order. Then again, if you can come up with a good fix for the speed issue, then this argument becomes moot.
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Hmm. I thought about it. Every since I read your suggestion whilst I was at work earlier today, I've been pondering it. On one hand, I could make the engine something cool and move the graphics into something larger, add NPC's, make it a larger world, maybe add in some other stuff....but then I realised that's not what my original intent was. My original intent was to make a small, playable game with simplicity being the utmoust, and finishing it being goal #1. And I don't consider it playable now, not with it running wonky on so many computers. I thought I had almost all of the speed issues fixed from beta testing earlier, but that was only on one or two computers.
Frankly, I'm glad I posted it here. Negative feed back is very helpful. It points out the flaws I couldn't see.
Well except for LeoDraco's and Hapy's...but LeoDraco is a pompus git and Happy is smack ass whore puppet.
Quote: | What would I like to see?
1. The gameplay is simplistic, so I'd like to see usage of items or powers, or something to even things out. Perhaps go the Four Swords route and have numerous items that could only be carried one at a time. I get the feeling you've got more in store for the player, but the current demo doesn't convey that.
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it does have more in it, but I don't convey that will since I hadn;'t included a manual or a readme.txt or anything of the sort. Next beta realease, that will change.
Quote: | 2. Variety of scenery. Like all of the Zeldas, each area in the world had a strong visual presentation in respect to the previous area (i.e. there was a large level of variation). The forest is good, and again... I get the feeling there is much more to the game than that.
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There will be. But this world is small...a few areas I want to redo and more visual variation to them. Yes, in the end more varaiion will be the order of the day.
Quote: | 3. A short range striking weapon, as opposed to a knife to throw. It would be nice to have a button to use a powerful
close range attack, and another for a weak knife toss.
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Hmmm. Then I could use shift or Z for the item menu screen. This might be included.
Quote: | 4. Blocking. Do I get a shield, or energy barrier, or something?
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shit. Sheild....hmmm. something like that....
thanks, everyone, for the help so far.
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janus Mage
Joined: 29 Jun 2002 Posts: 464 Location: Issaquah, WA
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Posted: Wed Jun 16, 2004 4:22 am Post subject: |
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Wow, it simply amazes me how utterly retarded some people can be. I'm impressed that the admins here exercise such restraint...
Anyway, Mandrake. Crystal Quest runs like crap on my machine. Can't get past the title screen - even that is very laggy, and I can't select any options (no matter what key I hit, nothing happens - I can't even quit by hitting the close button or selecting quit, I have to end task it). Are you using mixed-mode rendering or something? This is running really, really slow - even for pygame.
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LeoDraco Demon Hunter
Joined: 24 Jun 2003 Posts: 584 Location: Riverside, South Cali
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Posted: Wed Jun 16, 2004 5:55 am Post subject: |
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Quote: | Well except for LeoDraco's and Hapy's...but LeoDraco is a pompus git and Happy is smack ass whore puppet. |
Mandrake, your spelling is so cute. _________________ "...LeoDraco is a pompus git..." -- Mandrake
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Bjorn Demon Hunter
Joined: 29 May 2002 Posts: 1425 Location: Germany
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Posted: Wed Jun 16, 2004 2:26 pm Post subject: |
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Ok, I tried it on my 2 Ghz WinXP box, but it was unplayable. I really hope you'll be able to fix that, as it seemed like a nice game...
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