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Eternal Journey
#1
Well my progress has been very slow, but I finally released a functional demo for what I have been working on. what I have in the demo is very basic and just shows off some of the scripting and player interaction. There is a lot more to come and the hard part of the coding is done I should think, now its just a matter of ironing out the bugs, upping the fps and adding features (and eventually real content ^^).

you can get the demo at http://www.smithcosoft.com please dont report any bugs or problems I already know of most if not all of them. The FPS should be around 20 or so, please let me know what you think and what FPS it reports.

You can get EJ Demo 1.5 at http://www.smithcosoft.com/downloads.html
url=http://www.smithcosoft.com]SmithcoSoft Creations[/url]
"If you make it idiot proof, someone will make a better idiot" - Murphy's Law
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#2
It looks cool, but the low fps gives me a headache from "skippies" (Small jumps when you move)
It needs more FPS...

I got 16 on average..

AMD 3400+
1GB RAM
GeForce 6800XT
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#3
yeah, I cant seem to figure out why its so slow =/ you have used SDL Z!re, any suggestions for the fps?
url=http://www.smithcosoft.com]SmithcoSoft Creations[/url]
"If you make it idiot proof, someone will make a better idiot" - Murphy's Law
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#4
26 fps
nice music Smile
[Image: freebasic.png]
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#5
I hope you don't mind, but may I recommend against people not posting bug reports SSC? You never know when they'll find one you don't know of, or when some people will have bugs and others not.

Very neat demo btw. I like it ^_^;; 24 fps.
will Live Forever, or Die Trying >_<;;
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#6
Quote:yeah, I cant seem to figure out why its so slow =/ you have used SDL Z!re, any suggestions for the fps?
Not without looking at the draw code...

SDL is sadly pretty slow.. You could look into using Yagl, it's openGL based and as such full hardware..
SDL is software unless you tell it to be hardware, and then only most of the blits (not all) are hardware accelerated..
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#7
have to agree with z!re. I got the "skippies" too. fps ranged from 15 to 22, ran nicely. It's a good start.
Jumping Jahoolipers!
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#8
Quote:yeah, I cant seem to figure out why its so slow ... any suggestions for the fps?
Yeah, profile your code, determine your fast execution path, and modify code along that path. (don't assume your drawing code, or the API you're using, is necessarily the problem. always profile to make sure you're optimizing the right code)

I'll d/l and post my specs tonight.
stylin:
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#9
SCC: Make sure you're loading your sprites in the same format as your screen. Also, make sure you init the graphics for speed.

omaLib takes care of a good portion of this. Take a look at the source at http://oma.qbxl.net/
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#10
I got 21 FPS... I was a little confused about why you couldn't move some places, but other than that, it looks cool
ovaProgramming.

One night I had a dream where I was breaking balls. The next morning, BALLSBREAKER was born.

Quote: Excellent. Now you can have things without paying for them.

BALLSBREAKER 2
~-_-Status Report-_-~
Engine: 94%
Graphics: 95%
Sound: 100%
A Severe Error has crippled BB2 for the time being... I have to figure it out, but until then you won't see much of it Sad.
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