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3H-GDC m.V: Something Special (winner: BeanDog)


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#181 DrPetter   Members   -  Reputation: 132

Posted 11 February 2006 - 10:25 PM

I do seem to have those dll's, and I did put the exe with the .dat files. The error though isn't something I've seen before. It's something about the program's configuration being wrong and that "reinstalling it might help", or something to that effect (it's in swedish).

Sponsor:

#182 Endurion   Crossbones+   -  Reputation: 3039

Posted 11 February 2006 - 10:28 PM

Wasn't that something that you have to distribute the runtime dlls via a manifest or something similar. Placing the dlls in the directory does not work anymore.

#183 Thevenin   Members   -  Reputation: 270

Posted 11 February 2006 - 10:32 PM

Quote:
Original post by DrPetter
or something to that effect (it's in swedish).




Quote:
Redistribution of the shared C runtime component in Visual C++ 2005 and in Visual C++ .NET
This article was previously published under Q326922

When you build an application in Microsoft Visual Studio 2005 or in Microsoft Visual Studio .NET , and the application uses the C run-time libraries (CRT), distribute the appropriate CRT DLL from the following list with your application and install the DLL in your Program Files directory:
• Msvcr80.dll for Microsoft Visual C++ 2005


Quote:
MORE INFORMATION
The shared CRT DLL has been distributed by Microsoft in the past as a shared system component. This may cause problems when you run applications that are linked to a different version of the CRT on computers that do not have the correct versions of the CRT DLL installed. This is commonly referred to as the "DLL Conflict" problem.

To address this issue, the CRT DLL is no longer considered a system file, therefore, distribute the CRT DLL with any application that relies on it. Because it is no longer a system component, install it in your applications Program Files directory with other application-specific code. This prevents your application from using other versions of the CRT library that may be installed on the system paths.

Visual C++ 2005 or Visual C++ .NET installs the CRT DLL in the System32 directory on a development system. This is installed as a convenience for the developer. Otherwise, all projects that are built with Visual C++ 2005 or Visual C++ .NET that link with the shared CRT require a copy of the DLL in the build directory for debugging and execution.

When you distribute applications that require the Shared CRT library in the CRT DLL, we recommend that you use the VC_CRT.msm merge module that is included with Visual C++ 2005 or with Visual C++ .NET instead of directly distributing the DLL file.


#184 ToohrVyk   Members   -  Reputation: 1587

Posted 11 February 2006 - 11:02 PM

Walkthrough alert!


Below is the (commented) walkthrough for Run!



// Chapter 1: the entry way

pray to the stars
pray to the stars // you can now see the bottom of the pit
jump into pit

// Chapter 2: the Orion pump

go north
pray to the stars // you can now see the lever names.
pull lever Betelgeuse // Orion Alpha
pull lever Rigel // Orion Beta
pull lever Bellatrix // Orion Gamma
pull lever Mintaka // Orion Delta
pull lever Alnilam // Orion Epsilon

// Chapter 3: the drained pit

go south
pray to the stars // you can see a shiny object
pick up shiny object


#185 scgrn   Members   -  Reputation: 168

Posted 11 February 2006 - 11:24 PM

Quote:
Original post by DrPetter
I do seem to have those dll's, and I did put the exe with the .dat files. The error though isn't something I've seen before. It's something about the program's configuration being wrong and that "reinstalling it might help", or something to that effect (it's in swedish).

I'm having the same problem. Minus the swedish.

[Edited by - scgrn on February 12, 2006 1:24:27 PM]

#186 matt_j   Members   -  Reputation: 106

Posted 12 February 2006 - 04:17 AM

Quote:
Original post by scgrn
What does your SDL_Init() look like?


It looks like I actually call SDL_InitSubSystem(SDL_INIT_JOYSTICK), and later, if I want sound, I call SDL_Init(SDL_INIT_AUDIO), afterwards. I guess order doesn't really matter.

#187 nagromo   Members   -  Reputation: 676

Posted 12 February 2006 - 05:41 PM

Quote:
Original post by matt_j
Quote:
Original post by scgrn
What does your SDL_Init() look like?


It looks like I actually call SDL_InitSubSystem(SDL_INIT_JOYSTICK), and later, if I want sound, I call SDL_Init(SDL_INIT_AUDIO), afterwards. I guess order doesn't really matter.


I thought you were only supposed to call SDL_Init once, with all the flags you will ever want in your program or'ed together. I might be wrong, though; I've never tried it any other way.

#188 matt_j   Members   -  Reputation: 106

Posted 12 February 2006 - 06:34 PM

It seems to work for me (I use SDL under Windows at the moment).

#189 Endurion   Crossbones+   -  Reputation: 3039

Posted 12 February 2006 - 07:51 PM

Here's a slightly enhanced (read some more gameplay) version of Stars:

Clicky

The original submitten version is playable but does not really offer any challenge for the player.

#190 paulecoyote   Members   -  Reputation: 1060

Posted 12 February 2006 - 10:12 PM

capn_midnight that was an awesome competition. I didn't get enough done to qualify, but hey the entries that did come in are class!

Thanks for setting up the competiton, and thanks staff for supporting him. I do reckon it deserved to be front-page gamedev.net news on the actual competition day, may be more people would have entered then.

The console twist was inspirational, and I found out and learned stuff about the console I never would have bothered to find out had it not been for this competition. Ben's site and tutorials were really interesting to go through too! [grin]

I wonder if there could be a spin off 5 or 6 hour competition held over one weekend. 3 hours is a good length, because almost anyone can find 3 hours of the weekend. 5 or 6 might exclude some, but include others whom would never attempt to do a game in 3 hours because it seems so daunting.

Whatever happens, I look forward to the next competition and seeing what people come up with! [smile]

#191 capn_midnight   Crossbones+   -  Reputation: 1375

Posted 13 February 2006 - 02:34 AM

guys, I don't want you to think that I forgot about the judging. It's just really freaking hard this time to pick 'the best'. This has been the most successful 3H-GDC yet, never have we had this many submissions, let alone complete submissions. Good work everyone, and hopefully I can make a decision shortly.
[See some of My Projects] - [Find me on twitter tumblr G+ Github]

#192 DrPetter   Members   -  Reputation: 132

Posted 13 February 2006 - 03:14 AM

If it's that close then maybe you should call in a few additional judges, both to make it easier and to ensure it's a fair decision.

#193 capn_midnight   Crossbones+   -  Reputation: 1375

Posted 13 February 2006 - 11:06 AM

Okay, my comments, in alphabetical order (not in order of rank)(still waiting on a judge):
BeanDog:
The sound is great, and the gameplay is pretty unique -- herding stars into a vortex. The ship is a little hard to control, and the levels don't really seem to get any harder.

d000hg:
Very much like Missile Command, I think. I liked all the little features of the game, the sky gradient, the falling stars, the buildings that slowly emptied out, the buildings that exploded into rubble. Some sound would have really been nice, but oh well.

DrPetter:
Very smooth gameplay, very suprising for an ASCII game. The idea is really neat, though a little buggy (I fell *through* the platform stars a number of times). The lack of color really makes the game bland. As an aside, I never made it past level 4.

Endurion:
A little bit of Freelancer in the works here. Pretty neat concept, and the upgrades are a nice touch. However, it's just too expansive, space is too large and things to do are too few.

GroZZleR:
The flickering was very distracting, and it was very difficult to line up the shots properly. There wasn't much use of color, and no sound at all.

matt_j:
No sound is kind of dissapointing. Everything ran nice and solid, but there wasn't much variety to the gameplay. It didn't feel like there was much of a progression. The theme adherence felt like it was added on at the last minute.

nagromo:
neat little game, very difficult to get all the starstuff. I cheated and dropped the number of random enemies and stars to 0 but the game didn't finish after collecting all the stars.

scgrn:
Perhaps the smoothest gameplay of the group. I liked the title "Lactose Intolerant Space Monkeys Must Die." I think you used color very well.

ToohrVyk:
Definitely needed the walkthrough on this one, the commands were very difficult to figure out. Lacking color, it's a little bland. I think you could have gained a lot from having stuff come into color as you prayed to the stars for light.
[See some of My Projects] - [Find me on twitter tumblr G+ Github]

#194 DrPetter   Members   -  Reputation: 132

Posted 13 February 2006 - 12:03 PM

That's an awfully big obsession with color use for a compo that was supposed to not be about graphics... imho ;)

Anyways, you actually got scgrn's entry to run? Now I _really_ want to play it :)

Also, did you ever fall through an upward-facing "platform" in my game? That's not supposed to be possible, but otherwise you can pass through all parts of a star if you enter from the side for instance. It's a bit quirky but that's what you get for pushing us so hard! :P

#195 matt_j   Members   -  Reputation: 106

Posted 13 February 2006 - 01:00 PM

Yeah, I'm aware my gameplay is pretty boring. I wanted to stay away from making a space-based game, and the falling stars idea was a mutation of some missile command idea, which I also wanted to avoid. The end result was... that.

What I wanted to do was have some repair drones fixing the "walls", and some cannons firing back at you, but I didn't have time. I should have made the damage stars more lethal.

#196 capn_midnight   Crossbones+   -  Reputation: 1375

Posted 13 February 2006 - 01:10 PM

Quote:
Original post by DrPetter
That's an awfully big obsession with color use for a compo that was supposed to not be about graphics... imho ;)


I do comments seperately from the judging. As for what the judging criterion actually is, that's a secret. I gave some general guidelines in the rules section, but the final tally is a closed decision.
[See some of My Projects] - [Find me on twitter tumblr G+ Github]

#197 DrPetter   Members   -  Reputation: 132

Posted 13 February 2006 - 02:41 PM

matt_j: Yours was cool, took me a while to get what I was supposed to do (just fired at the falling debris at first), but when I did it was like "Woah, it's Lemmings! sort of..." :)

Not very challenging, true. And not much variety, but it's a cool concept and digging through large objects bit by bit is always fun. Repair drones would probably have been sweet, swarming around the hole trying to fill it in while you blast them with more laser vengeance ;)

Maybe a more continuous beam would have been nice too, so you could "melt" into the wall through short bursts.


d000hg's game was also nice, although it lacked some challenge to make it last. The idea of having to quickly choose which buildings to sacrifice is interesting.


Endurion's entry made me spend way WAY too much time coasting through space gathering money to buy that stupid radar device... and now he's doubled the price of it!! ;)
The game had some relaxing exploration quality to it though and could have been a nice waste of time if it had some soft music and more stuff to buy... and maybe some challenges along the way, although dying after spending half an hour gathering crap would probably make you chew your arms off in frustration :)


Well, those were some of my random impressions... brought to you courtesy of me having nothing better to do and doing everything in my power to avoid going to bed. It's embarrasingly late over here, better sleep now so I can get up in time for tomorrow's 5 pm lecture, bleh :P

#198 scgrn   Members   -  Reputation: 168

Posted 13 February 2006 - 08:30 PM

Quote:
Original post by DrPetter
...
Anyways, you actually got scgrn's entry to run? Now I _really_ want to play it :)
...

I've been away from my PC the last couple days, but I finally got it running correctly, thanks to Thevenin.
Quote:
Original post by Thevenin
...
The problems I found are:

  • The use of sizeof() on arrays! This is a very very bad idea. On VC++ 2005 EE, sizeof was returning a value greater then that of expected. On the field, sizeof() should ONLY be used to determine the size of primitive datatypes; not arrays or objects.

  • That's the beauty of C, no?
    Quote:
  • "%X" assumed to be the size of a 'char' when in reality its the size of an 'int'. Because of this, you were writing 3 bytes outside the boundary of your char array.

  • This was exactly what was happening. I was loading 32 bit hexadecimal values from file into an unsigned char array, causing the 3 byte overrun at the end. Stupid done of me. Anyway,

    LACTOSE INTOLERANT SPACE MONKEYS MUST DIE!!

    Really, I was just happy to write a function called shootCheese()

    #199 Endurion   Crossbones+   -  Reputation: 3039

    Posted 13 February 2006 - 08:39 PM

    Quote:
    Original post by DrPetter
    Endurion's entry made me spend way WAY too much time coasting through space gathering money to buy that stupid radar device... and now he's doubled the price of it!! ;)
    The game had some relaxing exploration quality to it though and could have been a nice waste of time if it had some soft music and more stuff to buy... and maybe some challenges along the way, although dying after spending half an hour gathering crap would probably make you chew your arms off in frustration :)


    Yeah, i admit i aimed too high. In the first submitted version there's actually a debug bug left in, the price for the radar thingy is displayed as 2500 but you can buy it with 10 credits already.

    The game needs more addons and some more challenges.

    BTW, i doubled the price as i shrunk the area of the asteroids considerably, so there ought to be a lot more in close vicinity around the mother ship.


    #200 DrPetter   Members   -  Reputation: 132

    Posted 14 February 2006 - 02:04 AM

    scgrn: Yay, now it works! Indeed it plays smoothly, and it's surprisingly hard too! I can't understand why the cheese beams keep insisting on just barely missing the monkeys, it always causes me to steer right in front of one and end up being hit.
    Not the most innovative entry, but it sure is well executed. I must say theme adherence is a bit iffy too... anyways, my record is 730 pts - I shehe! ;)




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