|
|
This thread is locked; no one can reply to it.
|
1
2
|
| Yeah! (and bench/bug request?) |
|
Anomie
Member #9,403
January 2008
|
I decided to take a break from physics stuff, and try to finish my first something! So I've got this little arcade game here... It'd be real cool if I could get some information from people who wouldn't try to sugar-coat things. I'd be much obliged if you'd submit one or more of the following, if the mood so moves you: 1. FPS [hold F1 (capped at 100)] and system specs. (CPU speed and RAM's all I really need to worry about, being that there's no hardware acceleration, and no external files to access, right?) 2. Any bugs you've experienced? 3. Any other...general comments or advice. WASD and mouse. Thanks in advance. {"name":"594929","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/7\/6\/76a7697f7884dcd3c954d3efd4804ad6.jpg","w":800,"h":800,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/7\/6\/76a7697f7884dcd3c954d3efd4804ad6"} [edit] Attached screenshot. ______________ |
|
SiegeLord
Member #7,827
October 2006
|
Post screen-shots! Some comments: 1. My frame-rate ranged from 47-54 depending on the amount of on-screen action. My CPU is AMD Athlon 64 X2 3800+, 3 GB RAM. Amusingly, the CPU usage was low throughout... 2. Didn't seem to see any bugs. 3. A couple of issues: -The playing field felt a little cramped... Even my best runs failed to go more than a minute or two before I was overwhelmed. It wasn't because it was difficult in the sense that I couldn't kill the enemies fast enough, but in the sense that there wasn't any place to dodge towards the end. -The player health indicator could benefit from being more visible. The enemies' health ranges from white to red, while the player's ranges from black to white... I feel like I could tell the enemies' health with much greater ease. -Once you get to it, you may want to get a bigger font for the in-game text -And some general stuff I am sure you are aware of, like the lack of a top score table, lack of a restart button. -On a positive note, I feel that the shaking works really well. I also enjoyed the lighting effects. "For in much wisdom is much grief: and he that increases knowledge increases sorrow."-Ecclesiastes 1:18 |
|
Anomie
Member #9,403
January 2008
|
1. That's real weird... I'm running with an AMD Athlon 64 3200+ at ~2 GHz with just 1 GB RAM, and I can't do much to get it to flicker under 100fps... ...? 2. Cool! 3. a. The playing field is most definitely cramped... But I wanted the main difficulty here to be keeping your head on straight as long as possible, with things going crazy everywhere. I'm trying to find a balance between easy beginning / frantic ending (or...frantic 'after your gun is more powerful, when enemies are killed by a single bullet'-time...). b. Agreed... I'm trying to find ways to have as little information directly presented to the player as possible...trying to have things be intuitive... I was happy with how the enemy health thing turned out, but I don't think it works as well with the player, seeing as how the health is reduced much more gradually, over a longer period of time. c. I'm actually aiming for as little text/HUD as possible... one of the main things I was hoping to learn by asking here is whether or not it would be okay to remove the gun level and kill-o-meter from the bottom of the screen. d. Yeah, it really would be nice to have a restart button, but I don't think I want a top score table... I like the idea of having a single executable that doesn't require anything else to run, or leave anything behind when it's done... So unless there'd be some magical way to record it into the exe...? e. Glad you liked the shaking and lighting! ______________ |
|
LennyLen
Member #5,313
December 2004
|
1) I got a constant 100 fps on an Intel Core Duo E6550 (2.33Ghz) with 3Gb of RAM. 2) No bugs. 3) Definitely too cramped. Half of the enemies hit me before I even realized they were on the screen (though I admit I have terrible reaction times). The effects were nice, and the game was nice to play. Just too difficult for me. Quote: one of the main things I was hoping to learn by asking here is whether or not it would be okay to remove the gun level and kill-o-meter from the bottom of the screen. I only looked at them after the game was over, so it wouldn't have bothered me if they hadn't been there.
|
|
SiegeLord
Member #7,827
October 2006
|
Quote: That's real weird... I'm running with an AMD Athlon 64 3200+ at ~2 GHz with just 1 GB RAM, and I can't do much to get it to flicker under 100fps... ...? I tested it under Vista, which may or may not have affected the frame rate. "For in much wisdom is much grief: and he that increases knowledge increases sorrow."-Ecclesiastes 1:18 |
|
James Stanley
Member #7,275
May 2006
|
Can you post the source please? |
|
Tomasz Grajewski
Member #4,284
February 2004
|
Nice game, but crashes when too small resolution is set. I have 1280x800 resolution on my laptop, so obviously the 800x800 window can't be set. So you should at least let the user know, that he/she should change the desktop resolution or something. I needed to run this game on secondary monitor. ___________________________________________________________________________________________ |
|
Paul whoknows
Member #5,081
September 2004
|
It doesn't work here, appears and disappears very quickly, I have no idea what's wrong Specs: P4 2400MHz, FX5700LE, WinXP. ____ "The unlimited potential has been replaced by the concrete reality of what I programmed today." - Jordan Mechner. |
|
ri99ers
Member #9,111
October 2007
|
Same problem for me too Opens window, then disapears to task bar, then crashes. Specs are Pentium 4 3200MHz, 2 Gig RAM, nVidia 6800GT. Ri99ers. |
|
Anomie
Member #9,403
January 2008
|
Tomasz said: Nice game, but crashes when too small resolution is set. I have 1280x800 resolution on my laptop, so obviously the 800x800 window can't be set. So you should at least let the user know, that he/she should change the desktop resolution or something. So then I have to ask Paul and ri99ers, is your resolution 800 or lower in some dimension?
James Stanley said: Can you post the source please? Eeeeeeeeeehhhhhhhhhhhhh I'm a tad embarrassed. Not that the code I write is particularly ugly, but I pulled this thing out of my ass over a couple days (except for what SiegeLord helped me with), and so things may not make sense, or may have been done stupidly...to some extraordinary extent. SiegeLord said: I tested it under Vista... Oooooo... Yeah, XP Pro here... I wonder why it's slowed on Vista... LennyLen said: Half of the enemies hit me before I even realized they were on the screen It's very important to move around! Enemies are spawned off-screen at some random distance from the player. Each tick they find a new 'desired_rot' by targeting the player, and if they're not facing the target, they adjust their 'rot' by their 'rot_speed'... Anyways, each tick that they have to spend turning, their speed is decreased, to a minimum of 1. But each turn that they're on target, their speed increases. Sooo... If you don't move around at least a little, enemies have a chance of getting up some high speed before they're on-screen. Or I should just decrease 'max_speed' for the enemies? I thought it was much more manageable this time around. ______________ |
|
James Stanley
Member #7,275
May 2006
|
Quote: Eeeeeeeeeehhhhhhhhhhhhh I'm a tad embarrassed.
I don't ask because I plan to read it, it's just that I can't run Windows binaries. |
|
Anomie
Member #9,403
January 2008
|
Attached source code to original post. ______________ |
|
Neil Black
Member #7,867
October 2006
|
Quote: I wonder why it's slowed on Vista Because it's Vista.
|
|
Ron Novy
Member #6,982
March 2006
|
Vista is resource hungry... MS thinks that if you have all this power in your PC than they should be using to make there OS look better. I could care less about the shiny and transparent windows. Just make the damn thing work M$, and let my applications use the system resources. Nice game. ---- |
|
LennyLen
Member #5,313
December 2004
|
Quote: It's very important to move around![ This actually made things worse for me, as it meant I had to focus on the keyboard as well, which further lessened my chances of seeing enemies coming. This won't affect most people, since most people can use up to four keys without gettng cvonfused. There are some people like me however who are totally uncoordinated, so if you want the game to appeal to a wider audience, you might want to make it start slow and easy and then get harder. Quote: Because it's Vista. I've never had a single performance problem with Vista.
|
|
GullRaDriel
Member #3,861
September 2003
|
Quote:
Quote: I've never had a single performance problem with Vista. Maybe more driver related ? "Code is like shit - it only smells if it is not yours" |
|
Anomie
Member #9,403
January 2008
|
LennyLen said: This actually made things worse for me... Yeeeah I don't really know if WASD + mouse is the best control scheme for this, but I generally seem to assume that it's the best way to control anything, just because I spend so much time playing first-person-shooters, and I'm so comfortable with it. LennyLen said: I've never had a single performance problem with Vista. Speaking of first-person-shooters, a friend of mine switched from XP Pro SP2 to Vista, and his FPS in Quake III: Arena dropped from a steady 333 down to ~170. If I remember right, his FPS in UT2k4 also dropped about 20%. GullRaDriel said: Maybe more driver related? Would drivers be an issue with software rendering like this? ______________ |
|
kazzmir
Member #1,786
December 2001
|
I tried the game from the source posted at the top. I don't get how to play, but probably something is missing from the game. In the game I could move the small circle with the mouse and the big blue blob with WASD, and left-clicking made the blue blob spit out white bullets but thats about all I could do. One time I saw the blue blob shoot out a green thing like in the screenshot above but I couldn't figure out how to do it again. Anyway I got 32fps. |
|
Audric
Member #907
January 2001
|
1) 19-27fps. P3 600Mhz, 392Mb RAM but I would get the same speed with 128. The bottleneck here is the speed at which the image can be sent to the video card, and the AGP 1.0 (2x) port of my motherboard sets the limit. 2) no bugs 3) Basic game. I like the precise player control. |
|
James Stanley
Member #7,275
May 2006
|
I get 25fps, and I have the blue blob. EDIT: EDIT2: |
|
Anomie
Member #9,403
January 2008
|
kazzmir said: I tried the game from the source posted at the top.
James Stanley said:
I get 25fps, and I have the blue blob. The things you guys are describing are really weird... Are you building in Linux too, kazzmir? All the source files are definitely there, maybe some platform issues? James Stanley said:
EDIT: EDIT2: The number at the top of the screen is the player's score. 'Shrapnel' is created every time something is destroyed. For bullets, this is when they collide with an enemy or a wall (edge of the screen), and for enemies and the player, it's only when they run out of health. The 'pixelated' (and colored) background turns blue when near the player, red when near an enemy, and green when near a bullet. After a bit, I decided to comment out the bullet-drawing function, and so you should be left with just 'greens things' whenever you shoot. ______________ |
|
James Stanley
Member #7,275
May 2006
|
Quote: For bullets, this is when they collide with an enemy or a wall
Would bullets be the green things? EDIT: |
|
GullRaDriel
Member #3,861
September 2003
|
Quote: Would drivers be an issue with software rendering like this? Yeah because allegro sometimes (when possible in fact) use hardware accelerated thing like blit, clear, .... If your drivers are in a total mess, ... "Code is like shit - it only smells if it is not yours" |
|
Anomie
Member #9,403
January 2008
|
Quote:
Would bullets be the green things? Hmmmm... The bullets are indeed green things, but the fact that random shrapnel shoots out of the player when you fire (assuming I'm understanding the situation) tells me that the bullets are running their destruction function as soon as they're created... Not even just some vector glitch, with accidental deletions, they have to actually be running, deciding they should be destroyed, creating an 'explosion' of shrapnel and then deleting themselves from the vector. Normally, this'd only happen when their 'destroy' bool is set to true, but that should only happen when they either leave the screen, or collide with an enemy... Unless assuming bools as false on declaration is bad...? If that's the case, you might want to try actually opening up my radioactive code, and adding 'destroy = false;' to the constructors of cBullet and cEnemy. It's the first function in each of their .cpp files, if I remember right... ______________ |
|
James Stanley
Member #7,275
May 2006
|
When you declare something, never assume it to have a value. EDIT: EDIT2: On the other hand, I thought it was a very interesting concept. If it was a bit easier to play it could be a great game. EDIT3: |
|
|
1
2
|