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Lynn's Legacy. [DEMO 1]
#31
final demo patches are now available to download, it will fix any problems you have with collision, you can now approach the green guys and the big octopus looking things from the top a bit before the hit you. also fixed a lot of walking cosmetics, and perfected the 'slide' when youre on the edge of a tile =)

no more demo releases! ;p but i hope this version is more ... hmm... accessible.

download will be updated when josiah gets his ace over here and gives a linky for it.
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#32
This is the first professional-looking fB game, you must feel proud of this baby.

I had to test it at 8 fps in my P120, but this afternoon I'll load it in my comp. What are you using to play the ITs? 'cause it eats the whole CPU. When the music was simpler the framerate grew up to 18-22 fps, but when the fanfare started I got drops to 4, 6 or 8 fps Big Grin
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#33
8fps? hahahahaha

i was gonna test it on my p120 also. maybe i wont take the time to set it up now ;p

also, we use fmod. id like to use something like openal, but its not mature enough yet to have accessible .it playing (that ive found anyways)

really though, try it on a good computer =) i get no less than 300 on my 450 mhz.
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#34
Edited. Full updated version in first post
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#35
Sounds like a deallocate problem on Windows v<XP to me.

How long before you guys finish the game anyway? Any rough estimates? Wink
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#36
Quote:Sounds like a deallocate problem on Windows v<XP to me.

How long before you guys finish the game anyway? Any rough estimates? Wink

Practically the only thing that's going to take a 'REALLY' long time now is the maps, and perhaps the bosses. I'm currently working on mapping the second dungeon, Gelidus (hint: Ice. Lots of ice). As I mentioned all of them are designed already (on paper), but actually creating them in the map editor can take some time. As Gelidus is so much larger than Moenia (the first dungeon), it'll take much longer... One of the later dungeons is the largest map in the game, I believe-- Once I finish that one, it's all downhill. :wink:

EDIT: As for a deadline? Cha0s has had estimates in the past, but... Of course we can't really say anything that's 100% accurate. Just know it will be done 'at some point'. Stopping now would be like turning back after swimming 3/4 of the way. :wink:
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#37
Quote:Update.
http://fileanchor.com/11529-d
It eats memory like mad on my computer, after running it once or twice (if I'm lucky) I can't run it again-- or, for that matter, do almost anything else. I can't even load image-heavy websites lest windows run out of memory and I have to restart. Anyone else get this? It's been happening for me with all previous versions, by the way, not just this one.

This kind of stuff must be terminated ASAP. Otherwise, when your project grows larger, it will be almost impossible.

I'd rather put it as #1 in the priorities list. Just examine the whole code and make sure that you are explicitly freeing every bit of memory you reserve. Even when the deallocation is implicit, explicitly deallocate it yourself. Better to double-check this kind of stuff.
SCUMM (the band) on Myspace!
ComputerEmuzone Games Studio
underBASIC, homegrown musicians
[img]http://www.ojodepez-fanzine.net/almacen/yoghourtslover.png[/i
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#38
i'd say we could have it done within one month.

whether or not we will work and get it done, only god (and willie nelson) knows.

edit: yeah, na_th, already done it. i just didnt release at the end, and a couple of bytes throught the course of the engine running. its all fixed now.
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#39
One month... oh shit... looks like mapping crunch time for me, then. :lol:
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#40
ok, i haven't tested the new version, but the older one hit 2001 fps on my computer... :o
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