• entries
    743
  • comments
    1924
  • views
    580435

New demo

Sign in to follow this  

319 views

Here's an up-to-date demo of Udo if anyone wants to have a look. There's some new graphics and stars you can collect added since the last release.

As always, any comments or criticisms gratefully recieved.
Sign in to follow this  


9 Comments


Recommended Comments

It ran perfectly, it's quite fun just collecting the stars [grin]. The only thing that I noticed was that there are gaps between all of the blocks. I didn't see this in any of your screenshots so it's probably just my graphics card, I've got a 6600 with the latest drivers.

I took a screenshot so you know what I'm talking about (Clicky).

Share this comment


Link to comment
Ran fine for me, even when I accidentally forgot that I'd left v-sync off instead of application controlled (fraps reported 999 fps) [smile]

I like the menus and screen transitions, and the little effect when you collect the stars is a nice touch.

I have a 6600gt btw and didn't see any of the gaps between sprites like in Christophedo's screenshot. It all ran fine [cool]

All the best,
ViLiO

Share this comment


Link to comment
Thanks all.

Christophedo - that's really weird. From the screenshot you posted (thanks for that), I'd say that's not gaps but the quads being rendered with a filter applied. Obviously my Direct3D wrapper sets up to render without a filter but I remember some earlier tests looking like that when I was first writing the wrapper and hadn't turned them off.

I can't explain why your card would still apply a filter. Do you have any strange settings or anything? This game uses the same Direct3D wrapper as my last game, which over a hundred people downloaded from the showcase and I've not had that reported before.

I don't know if anyone else can explain this?

ViLiO - I'm suprised it ran sensibly at 999 fps [smile]. To get the solid movement and consistent jump heights and so on, I've opted not to use frame rate independant movement but to actually specifically select 1024x768x60hz and the whole game relies upon a 60 fps refresh rate, so that is a mystery. Are you sure my game didn't somehow override your vsync settings?

All very spooky. Thanks to you both for testing and posting.

Share this comment


Link to comment
Downloaded, but I can't test until tonight. [sad]

What I was going to ask (to not make this a useless post) was whether you'd considered making a level editor part of the game engine itself. A good example of this done well is the FPS Cube, where you can switch to and from editor mode with a keystroke to test your levels. It avoids having to write and maintain two versions of the engine, at any rate. [smile]

Share this comment


Link to comment
Quote:
Original post by benryves
Downloaded, but I can't test until tonight. [sad]

What I was going to ask (to not make this a useless post) was whether you'd considered making a level editor part of the game engine itself. A good example of this done well is the FPS Cube, where you can switch to and from editor mode with a keystroke to test your levels. It avoids having to write and maintain two versions of the engine, at any rate. [smile]


It's a good idea, and something I've often considered, but I sort of get a bit obsessive about making everything as clean as possible and I think if I had to add in all the stuff to make level editing work into the game's codebase directly, it would feel a bit icky to me.

It's not really going to be much work to put a seperate level editor together to be honest, since I have the code for my general purpose level editor to base it upon. I reckon I will do another Win32 app rather than a C++ Builder version since it would be nice to be able to ship it.

Thanks for the thought though.

Share this comment


Link to comment
Works like a charm here. I've got a 6800 GT, no visual problems of any kind that I can see with the bare eye. I do have one big suggestions though. Jumping always elevates the character to the same height no matter how long you pressed the jump button. Although this is fine now, it will become enervating when people need to make small jumps in order to dodge objects in rapid succession (fast-paced action is a strong point of many platformers). I realize this could be hard to change, depending on your physics setup, but consider it nonetheless :-).

Share this comment


Link to comment
Quote:
Original post by Todo
Works like a charm here. I've got a 6800 GT, no visual problems of any kind that I can see with the bare eye. I do have one big suggestions though. Jumping always elevates the character to the same height no matter how long you pressed the jump button. Although this is fine now, it will become enervating when people need to make small jumps in order to dodge objects in rapid succession (fast-paced action is a strong point of many platformers). I realize this could be hard to change, depending on your physics setup, but consider it nonetheless :-).


You mean like the longer you hold the jump button, the higher you jump up to a certain maximum? That's a really good idea actually. Thanks for that.

I'm not sure how easy that will be to implement in the current system without going home and looking at it, but it is definatley under consideration.

Share this comment


Link to comment
Ran great, but I too have the gaps. Are you offsetting your texture coordinates (texture coordinates use the middle of the pixel so you need to offset the pixel value (not the texel) by 0.5f.)

(I have an Radeon Sapphire X700 PRO for reference.)

Share this comment


Link to comment
Quote:
Original post by Programmer16
Ran great, but I too have the gaps. Are you offsetting your texture coordinates (texture coordinates use the middle of the pixel so you need to offset the pixel value (not the texel) by 0.5f.)

(I have an Radeon Sapphire X700 PRO for reference.)


Yep. Offsetting by 0.5f.

I'm pretty sure that the screeny posted earlier wasn't showing gaps but was rendering the quads with a filter applied.

I've no idea why certain cards would do that. programmer16 - any chance you could post up a screenshot?

Also, didn't you play Orc? I don't remember you reporting the problem with that. Be handy if you could confirm.

Thanks

[EDIT] I've just noticed that Christphedo's screenshot is 800x600. Unless he shrunk it down manually, that is strange since my game should be setting the resolution to 1024x768.

Could these screen artifacts be something to do with your two cards translating the native resolution down to a different resolution during the render? I'm a bit confused.

I've posted on the DX forum about it but would also appreciate any thoughts here.

Share this comment


Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now