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Messages - Shini

#1
^^ It would be really great!  I'm actually writing a old-school point & click, but It's in hi-res too... Hope it will run at a good speed ! (the old pascal 7 version of my game(for dos) ran perfectly in 800x600x32 on a 450Mhz CPU...)


#2
Arf sorry...  :-\

The comparison was useless, I know...

But my question was: why is it so slow? I suppose it uses the allegro library, but why doen't it use 2D acceleration? Or maybe I'm wrong, and I can't figure the lot of code it needs...
#3
Quote from: Radiant on Tue 04/04/2006 10:58:44I could probably write a basic Tetris game before the download finishes :)Ã,  so I would like to know what's so special about this particular Tetroid.
--> LOOL  ;D
#4
The rules of the game are a bit like 'crack attack' on linux... But I added cumulatives bonuses for comboes and big explosions, so the game play is really nervous in 2 players game!

But i've still one problem with the game... The game speed is computer-relative! And it needs a huge config...Ã,  :'(Ã,  Ã,  Ã, I think it's caused by the AGS engine that does not support 32bits graphics as well as expected...
#5
Hi,

I've some problem when trying to port my game to AGS 2.71...

Most the functions I want to import in my script header return me an error!
example:

in my global script, i define these 2 functions:
void init_match()
{
(code here)
}

void update_scores()
{
(code here)
}

and when I want to import these 2 functions in the script header, the first one works, but not the second! (can't remember the exact error message, will post it soon)...

What's the... ?
#6
-> Pumaman : Yeah i think you're explanation is the right one, but... It means that a 1.8 Ghz computer, with a 128MB graphic card, and 1GB RAM can't run my 2D game at full speed, while Doom 3 runs perfectly!!!!!!!  :o :o :o :o

Is Adventure Game Studio sooo awfully optimized? It's a real scandal! I can't believe it!!!
#7
I'm using AGS 2.62... and the game is effectively at 32 bit graphics... Just check out, it's called "Cake & Smurphy Puzzle Battle"...  I know I should upgrademy AGS version, but I have porting problems... I didn't check the fps counter, but I know that the is_keypressed function is also more accurate... It means that the whole code is running faster!!!

The last thing I should try is the vsync enabled... But I insist on the fact that the SetGameSpeed should work!!! Why use a speed slider when the main goal of the game is to make the better score at an universal speed??

Edit : on my computer, my friend's best score is about 800... on a slow computer, it's about 1600 !!!!! and on a fast computer, the highscore is about 500... DAMN!!!
#8
Hi,

I'm experiencing a very annoying problem with the game I made: the speed of the game depends directly on the power of the computer it runs on. I set my speed to 40 cycles per second at game start, the game runs normally on my computer, but when I try it on a more revent computer, the 'repeatly execute ' function run more that 40 times a second!!  ??? ???
Due to this, my game is totally unplayable on fast computers, and on slow computer it's really really slow, so slow that you have twice more time to think... (it's a tetris like game).

Help me please!
#9
Really sorry about this huge file size...  :'(

Hope you'll try it soon and post your comment soon!
#10
The link of my game is posted in the 'completed games' section at the topic 'Cake & Smurphy Puzzle Battle'... It would be cool if someone with an old computer could test it to tell me if the 32bits graphics does not slow down the game too much...
#11
I think it's 60MB cause I use an old version of AGS (2.62) so the sprites are not compressed... And I'm also afraid that the game needs a huge system requirement since it's not really optimized and the 32bits graphics seems to work slowly on AGS (at least the version I use).Ã,  :(

Concerning the translation, it would be a great idea since I'm beginning to post the game on several english websites... The problem is that all graphicals texts are written manually and not with a font... So I've to ask the graphist to see if she's ok to redraw most of the texts (with a MOUSE!!! Done without any scanner)...
#12
Here it is, we just finished our stupid 1 or 2 players block breaking game... Try it out now, I'm quite sure you'll love the gameplay...

Content advisory: some drug-related graphics...Ã,  ;D
Note : texts in french and pseudo-english, readme in french...

Here's a little screenshot to view what you're planning to download ;)


Links (Rar splitted in 3 parts, 20Mb each):

Part 1
Part 2
Part 3
#13
Made some experiments, and the problem seems to be related to 32bit graphics... When the game is downgraded to 16bit, it runs at the correct speed, but some of the graphics that are not displayed at all!!!!

Still need help please! Will soon post a link to the game if you want to give a try...

#14
Did you try to use a character instead of an object for your car, since a character can   travel trough rooms?
#15
Hi,

Can't understand... I wrote a keyboard-only 2 players block breaking game on my Duron 1.8Ghz, it works really perfect, but I tried it on a 1,2Ghz processor, and the whole game was slowed down: framerate, keys detections, timers, and so on... It acts just as if I had set the gamespeed to a lower value... (i.e. 40 game cycles is no longer equal to a second...)

Has been this improved since AGS 2.62? (I'm still using this old version for old-model string compatibility...I'm too lazy for rewriting the code... ;D)
#16
Huge thanks for your help monkey!!! Great module
#17
Hi, I'm experiencing some animation and music slow down in my AGS game... I use a 800x600x32 resolution, and the animation of my main character is really slowed down when resized... The music also have a glitch when fading from one room to another...(I use MP3 songs)... The song position seem to be brought back to a half second...

Any optimization tips? Or should I wait for a new update of AGS?

Edit:

My system specs:

Athlon 1.8 Ghz, 1GB RAM,Geforce FX 5700... I think it's not related to my config... In fact, it's not really a slow down, but my character begin to move in a laggy way... It may be a problem with the speed of my anim when the player is scaled to a small size...

Does the 'adjust speed with scaling' option also adujst the walking animation speed??

Edit 2:

Concerning the music glitch, the track seem to jump backward a little when crossfading and fading the graphics from one room to another at the same time... My 2 rooms have the same music file, so the track should continue...
#18
Hope most of the limits will be increased soon, since I'm working on a big project that will certainly more than 300 rooms...
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