Posts: 49
Threads: 17
Joined: Jul 2003
here's a demo of my rpg project, plz give me some feedback...
(if you need more speed say so, i've put in a delay which brings back the fps from 450 to 35 on mine AMD XP 2000+ ;-))
http://www.ngemu.com/forums/attachment.p...ntid=54628
Posts: 2,771
Threads: 96
Joined: Oct 2003
Hey! Thats really good! Nice colours, and a relatively clean, fast engine. Nice going, although I was a bit miffed by the fact that you have to walk around the flowers :wink: Otherwise, great! I cant wait to see the actual game!
Posts: 306
Threads: 14
Joined: Nov 2002
Hey, I checked it out. Ran smooth for me, too, around 30 FPS. No collision detection on sprites, but I guess you knew that. Also, I guess your gui window popped up in the top left corner of my mouse was to the right of or below the center of the screen regardless of a click. Around the woods, it had some buggy tile placement with the tops of trees flashing in and out. The tiles and sprites were pretty good looking, though, and there's plenty of movement. (Couldn't talk to the vehicle..)
Posts: 773
Threads: 71
Joined: Mar 2002
One's gonna test it when one's finds time.
Posts: 1,688
Threads: 119
Joined: Jun 2003
can't run it... i finally found out what it's been saying though when i bring up the program.
"no ems driver detected"
Jumping Jahoolipers!
Posts: 6,419
Threads: 74
Joined: Mar 2002
Spearor: You should try to find a better way to temporize your game. Adding a delay is not intelligent, 'cause that way you should have to distribute a different version for each computer speed...
You better use a timer library or the simple VSync pair:
http://faq.qbasicnews.com/?blast=VerticalRetrace
Posts: 773
Threads: 71
Joined: Mar 2002
barok, am I misataken or you don't know how to allocate EMS or XMS with shortcuts?
That's like elementary for any person using MS-DOS based programms in Windows.
Posts: 1,688
Threads: 119
Joined: Jun 2003
i know. right click on the exe, click on properties, go to memory, and crank ems up to max or auto. but doesn't work.
Jumping Jahoolipers!
Posts: 773
Threads: 71
Joined: Mar 2002
One tried it out. One really liked the size of the characters. I liked the look of the grass, flowers and shore. But rest of the tiles/sprite one did not liked.
Posts: 49
Threads: 17
Joined: Jul 2003
thank you all for trying it out and the feedback,
darkprevail: thanx, Ãdd i'm one with what you say, i think my engine gotta a kind of clean/fast feeling to it...
ryan: hmm.. your by mine knowing the 1st one with that problem... you using a dos-emulator?
nathan: yeah you are right but i haven't come to that point yet... ;-)
lachie: thanks for trying out, yeah the sprites are going to be redrawed, they more like dummy's, but i was kinda pleased with mine tree tiles ;-)