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TIGSource ForumsCommunityJams & EventsCompetitionsOld CompetitionsCockpit CompetitionLandfall [ALPHA FINISHED (fixed)]
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Author Topic: Landfall [ALPHA FINISHED (fixed)]  (Read 71823 times)
Ivan
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alright, let's see what we can see


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« Reply #120 on: April 01, 2009, 11:24:48 AM »

Works fine for me. I get 200fps the first time I play, then about 30fps with major frame-drop on the second, and 11fps on the third. I'm guessing that's the threaded socket problem. Looks really nice, though; the menu is super-slick, and the movement of the cockpit's really convincing. I'm guessing it's not intentional that if you hold down Space, you shoot into the stratosphere?

In this case it's because I don't unload the level currently, so you have to quit the game to load another level without slow down.

The space thing is just in there for debug right now, I didn't realize everyone will be pressing it Tongue
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György Straub
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« Reply #121 on: April 01, 2009, 11:29:08 AM »

The space thing is just in there for debug right now, I didn't realize everyone will be pressing it Tongue

Shooting didn't work for me. At least there wasn't anything audible or visible in response to that.

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Ivan
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alright, let's see what we can see


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« Reply #122 on: April 01, 2009, 11:37:44 AM »

Yeah, this is an older build without bots or combat, just to see if it runs for people. I'll post the new one tonight or tomorrow
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« Reply #123 on: April 01, 2009, 12:05:40 PM »

waits, I comprehends.

I was thinking actual shooting on the first superficial read, but I realized Synnah might have meant jumping or so. That didn't happen either tho.
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jph wacheski
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« Reply #124 on: April 01, 2009, 12:37:54 PM »

It works good here. I like the way you 'walk' in the air, and the thump and shake still happen, funny,. it looks soooo clean and slick!  looking forward to a playable version!!!  and to see some robot designs!   Coffee
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Ivan
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alright, let's see what we can see


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« Reply #125 on: April 01, 2009, 08:55:38 PM »

Finally fixed that annoying lag issue. It seems to be some kind of problem with SDL threads.  I had to make my sockets non-threaded. Oh well, at least it runs smooth as butter now.
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Will Vale
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« Reply #126 on: April 02, 2009, 08:40:27 AM »

I gave it a try on my Vista (8400M GS or some such) laptop, and it looks great but runs quite slowly - I'm guessing this is the issue you've since fixed?

The palette and simplicity appeal and bring back happy memories of Midwinter. I think the hands-down winning feature at the moment is the head bob for the cockpit - is it driven by the robot animation, or just a separate effect? However you did it I really like the weighty feel - I've played commercial robot games that don't capture this as successfully.

Will
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gnat
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« Reply #127 on: April 03, 2009, 01:17:00 PM »

The atmosphere reminds me of oldschool mechwarrior! Which instantly makes this project fairly l33t. Beer!  Plays on my computer just fine (Radeon 3850 HD).

Bonus points for using Blender as a map editor, hahah. Respect++ toastie. Keep up the flow of game development goodness, man!

[edit]
!CE-9, my guns wouldn't fire either.  Epileptic
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« Reply #128 on: April 03, 2009, 05:36:32 PM »

Just to clear up what Synnah was saying, he meant that if you hold space for a certain amount of time (I'm going on my experience) you pretty much fly up from the landscape to the point where you can't even see the land down below anymore.

Anyway, the visuals are certainly pleasing so far Toastie, and I can't wait to try out a more steady version! Keep up the good work. Wink
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Synnah
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« Reply #129 on: April 04, 2009, 03:27:44 AM »

Er, yes, sorry! I should have used less ambiguous wording.
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Ivan
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alright, let's see what we can see


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« Reply #130 on: April 05, 2009, 09:04:12 PM »

Quote from: Douglas Adams
I love deadlines. I like the whooshing sound they make as they fly by.
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Ivan
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alright, let's see what we can see


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« Reply #131 on: April 05, 2009, 10:54:42 PM »


Well, I wouldn't call it finished, but I got some stuff done. Trying to get it all compiled for windows now.
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Ivan
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alright, let's see what we can see


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« Reply #132 on: April 06, 2009, 04:57:39 AM »

 Crazy

Holy shit this was some fucking marathon coding. I can barely sit up straight.   Epileptic

I got everything in that I    Droop  wanted to for the first build I think. Network play is not in yet, but the local game is fully networked locally, so I should    Crazy be able to add it in the next couple of days.

http://www.ivansafrin.com/games/Landfall.0.5a.zip

I am going to sleep and sleeping for a long long time.
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« Reply #133 on: April 06, 2009, 06:08:13 AM »

Crashes on startup. Undecided
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Greender
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« Reply #134 on: April 06, 2009, 06:36:36 AM »

An unhandled win32 exception occurred in Landfall.exe [3212]

Apparently it is a buffer saturation of some sort.
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Synnah
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« Reply #135 on: April 06, 2009, 01:19:49 PM »

Ditto.

Coding + Fatigue = Cry
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Derek
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« Reply #136 on: April 06, 2009, 03:11:42 PM »

Good work, Ivan!  Get some sleep and take care of the remaining issues when you're up to it. Coffee
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Melly
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« Reply #137 on: April 06, 2009, 08:10:59 PM »

Yep, crash at startup. Cry
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Captain_404
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« Reply #138 on: April 06, 2009, 09:06:53 PM »

I still get the same errors as last time. I guess my computer just isn't tricked out enough or something.
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mirosurabu
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« Reply #139 on: April 07, 2009, 08:11:35 AM »

Previous version works, this one doesn't.
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