Welcome, Guest. Please login or register.

Login with username, password and session length

 
Advanced search

1411573 Posts in 69386 Topics- by 58444 Members - Latest Member: darkcitien

May 04, 2024, 12:52:42 PM

Need hosting? Check out Digital Ocean
(more details in this thread)
TIGSource ForumsDeveloperPlaytestingOmar's Oyster Outing & geeny engine
Pages: [1]
Print
Author Topic: Omar's Oyster Outing & geeny engine  (Read 1885 times)
charon
Level 1
*


View Profile WWW
« on: February 16, 2009, 06:06:24 AM »

I've ported my engine to Linux. Good thing is that everything is binary compatible, including compiled script and save files across different platform games. You just glue a different executable to your files and voila - you ported the game. Tongue

The port is still in alpha (meaning it needs to be thoroughly tested, and also networking and TrueType font -> font bitmap conversion are not done yet). Otherwise everything seems to work fine, including the four games I've already made with it. Since the topics for other two games already existed I posted the new links there, but I also ported original Omar's Oyster Outing (http://www.sinistersystems.com/omarsoo/release/ooo.tar.gz). Since there's no networking support yet the game won't be able to upload your score to the high-score board, but I hope I can add that feature ASAP.

For anyone interested in taking a peek into the engine itself, here is the last 'official' source: http://www.sinistersystems.com/projects/geeny/release/geeny_alpha_src_linux.tar.gz. It's actually both Linux & Win32 source, to compile it either open the Code::Blocks solution for Linux or Visual Studio one for Windows...

More about Omar's Oyster Outing: http://www.sinistersystems.com/dokuwiki/doku.php?id=geeny:projects:zombis

More about geeny: http://www.sinistersystems.com/dokuwiki/doku.php?id=geeny:home

 Hand Thumbs Up Left Wizard Hand Thumbs Up Right
Logged

Alex May
...is probably drunk right now.
Level 10
*


hen hao wan


View Profile WWW
« Reply #1 on: February 17, 2009, 08:12:33 AM »

Good job, looking forward to more Orthogonal OOO when it comes Smiley
Logged

increpare
Guest
« Reply #2 on: February 17, 2009, 08:42:34 AM »

aah.  interesting game indeeed.  i haven't made my way too far into it yet.  keep on getting eating up by those damned zombies.  any chance of a fullscreen mode? (not that the windowed format isn't cute...)
Logged
charon
Level 1
*


View Profile WWW
« Reply #3 on: February 17, 2009, 09:35:20 AM »

Just open the ooo.gei file and either change FullScreen = 0 to FullScreen = 1, or HardwareScale = 1 to 2 (window mode, but with 2x2 pixels).

Have fun!
Logged

increpare
Guest
« Reply #4 on: February 17, 2009, 09:55:31 AM »

ah, cool.

one note: the main point where i feel the game lacks fluency is with movement.  but maybe i'll get used it at and learn to love it?
Logged
charon
Level 1
*


View Profile WWW
« Reply #5 on: February 18, 2009, 03:37:23 AM »

Yeah the slow motion is due to frame rate which is fixed at 15 FPS. I did this because I wanted the game to run on very slow & old machines as well (which reportedly it does). It's really a turn-based game only the turns are very short. Smiley

On the other hand some portions of the linux port are not optimised yet so I noticed the linux version might be a little bit more jerky-moving than the win32 one... Which one are you running?
Logged

increpare
Guest
« Reply #6 on: February 18, 2009, 03:47:34 AM »

On the other hand some portions of the linux port are not optimised yet so I noticed the linux version might be a little bit more jerky-moving than the win32 one... Which one are you running?
windows
Logged
professor dead
Level 2
**



View Profile
« Reply #7 on: February 18, 2009, 07:41:28 AM »

this is coolio  Grin Hand Thumbs Up Right
Logged
Pages: [1]
Print
Jump to:  

Theme orange-lt created by panic