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Pages: 1 ... 6 7 [8] 9 10
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141
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Developer / Playtesting / Re: Toys
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on: January 22, 2011, 03:43:39 PM
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Wow, very very good. The presentation is excellent! Also well done, if that's your first chip-tune you are going places!!!
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144
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Community / Townhall / Re: Venus Patrol
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on: January 22, 2011, 07:57:09 AM
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Hi,
Its running but unplayably slow. Id love to play it, looks fun! Doing about 1 frame per 2 seconds! Core 2 Duo, 2gb ram, gforce 7600gt, windows xp sp3. Perhaps my graphics card drivers need updating?
Here is log.txt after running the game...
Aliased point size range: 1 - 63 Smooth point size range: 1 - 63.38 Aliased line width range: 1 - 10 Smooth line width range: 0.5 - 10 Available OpenAL sound devices: DirectSound Software, Generic Hardware, Generic Software, Using sound device: DirectSound Software Messengers reset Loading image new_terrain.bmp for heightmap ... OK Setting up framebuffer... OpenGL framebuffer setup okay Loading image instruments.png ... successful Loading shader island...
Loading shader aircraft...
Loading shader post...
Loading shader sky...
Loading shader speckles...
Loading shader effect...
Clearing level... Messengers reset Loaded sound: sine Running script intro - colour top 190 200 190 - colour middle 197 188 106 - colour bottom 190 81 9 - lightning 0 Loading aircraft resource meteor ... Loading mesh meteor Mesh meteor loaded, with 852 triangles and 11 submeshes Mesh added to resource Finished loading resource meteor Loading aircraft resource rocket60lb ... Loading mesh rocket60lb Mesh rocket60lb loaded, with 78 triangles and 2 submeshes Mesh added to resource Finished loading resource rocket60lb Loaded sound: wind_whistle Loaded sound: jet2 Loading shader cloud...
Loading image grit.png ... successful Creating mipmaps Loading mesh flame Mesh flame loaded, with 8 triangles and 1 submeshes Loading image gradient.png ... successful Loading mesh sphere Mesh sphere loaded, with 960 triangles and 1 submeshes Loading image sharp_circle.png ... successful Loading mesh exhaust Mesh exhaust loaded, with 20 triangles and 1 submeshes
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146
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Developer / Playtesting / Re: Lonely Dreamer
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on: January 19, 2011, 03:34:14 PM
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Razz I really like it. Looks and sounds great, no slowdown on my machine. One tiny little thing I would suggest is a little message on the menu saying something like "press f1/f2 to scale screen" this would help people who download the game who have not read this thread. Ah, Ive just noticed, its in the text file!
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147
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Developer / Playtesting / Re: Devastated (version 0.2.1)
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on: January 16, 2011, 03:06:23 PM
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Micco,
I like this game. I think the style is pretty. The sound is great. I found the control a little fiddly at first but soon got used to them. The little tiny enemy's were frustrating because my bullets couldn't hit them. Also, I found it hard to distinguish who was an enemy and who was a friend I should talk to. Perhaps the humanoid enemy's should be a different color than you allies?
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148
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Developer / Playtesting / Re: Space Funeral (Complete Shortish RPG)
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on: January 16, 2011, 02:49:46 PM
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I'm really enjoying Space Funeral. The characters are interesting, the story is drip fed to the player and the music is perfectly suited. It would be improved by having the exits of areas clearly marked. Also, sometimes the main character blends into the background, making control a little difficult sometimes. But its a great indie RPG all the same.
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151
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Developer / Playtesting / Re: Super Hover Blast
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on: January 10, 2011, 03:13:33 PM
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Actually the mouse worked fine for me. I enjoyed playing, seems like allot of hard work went into it, what a nice achievement! One thing I didn't enjoy was the music, it got repetitive very early on. I liked the way the tutorial stuff was on the ground. I wasn't bothered about having to hide when I lost the use of my gun, was kinda fun actually.
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152
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Developer / Technical / Re: (XNA) Help with 2D Per Pixel CD response... :(
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on: January 04, 2011, 03:41:05 PM
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When the character is not touching the ground, gravity is being applied.
When the character touches the ground, gravity is stopped and the character is moved to the height of the ground, minus the height of the character.
Could the problem lie here? When the character is repositioned over the ground, its not actually touching the ground therefore gravity is being applied again?
I have had similar issues in the past. One workaround was to only apply gravity if there was at least 1 pixel between the character and the ground...
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154
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Developer / Technical / Re: Compatabilty
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on: January 03, 2011, 08:35:24 AM
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I'm hoping the friendly TIGSource people will be kind enough to download and run that, so I'll know what I'm getting into before the game gets released.
Ill definitely be up for that!
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156
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Developer / Technical / Re: Compatabilty
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on: January 03, 2011, 07:53:52 AM
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I released little game made with C++ and SFML just two days ago, actually ('Bottoms up!' in the Announcements section). It has been confirmed to work in several computers running OS X, Linux and Windows. The Linux version seems to require tjat the .so filés be put into the administrative lib directories, though, so I'm thinking of making an .sh file to fix that.
Will download that thanks!
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159
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Developer / Playtesting / Re: Slash/BOOM
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on: January 03, 2011, 07:31:56 AM
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Nice take on the physics genre, keep up the good work. Played for a good while. My daughter played also!
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160
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Developer / Playtesting / Re: Extraterrestrial Grail
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on: January 03, 2011, 07:22:28 AM
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A good effort OP. One thing I would say is that for a non board game player, its not very intuitive. Many players would not bother reading a user manual. Perhaps your not targeting non board game players, that's fine but I would make the game as accessible as possible to the most people.
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