Well, last night I uploaded a new version of Angels 20 up to the GDS, hoping that it wouldn't crash on everybody. Well, this morning I discovered that although the game doesn't crash, it runs painfully slow on computers that ran the older version just fine. I started going through some stuff, and removing unused loops and functions etc. I also got the initial game load to use less than 64MB of RAM (the one I uploaded last night was using about 80). I still have some other stuff to try if this doesn't work, but until then, I uploaded the updated update(?) that will hopefully run better.
Angels 20 Version 0.8.9.1 *Updated Update*
So if anyone downloads it, let me know how it is playing on your machine.
In other news, I finally sat down and got my cutscene scripting working. The cutscenes in A20 are composed of any number of "scenes" which are defined in .MARK files. These "scenes" are then compiled together into a .AMF (Angels Movie File) file that is loaded by my Movie class. The Movie clas splits the movie into its individual scenes, and then moves through them in chronological order. The whole thing is handed by just 2 function calls:
Movie *movie = new Movie("Data/TestMovie.AMF");if(movie->isPlaying()){movie->RenderMovie();movie->UpdateMovie();}
I'm pretty proud of the whole system, and I hope we can have some cutscenes in our next major update, although I might just throw one together and upload for you guys to watch.
Mark has been working on the expanded tileset, and has made some pretty cool stuff. My personal favorite, is a stationary bomber ( a Tupolev Tu-160 BlackJack to be exact[grin]). It is huge and consists of 3 tiles, I don't have a picture of the bomber on the ground, but I do have a little one of the bomber in flight (for a cutscene).
Well, its later here, so I'll talk to you guys later, and don't forget to try out the new A20 version, and let me know how it runs.
Angels 20 Feature WorkList
-An Actual Front-End Menu
-A Map of the Level on the HUD
-Good MIG AI
-Destructable Tiles
-A checklist of enemies on the level
-Repair Trucks that actually have to stop to repair stuff
-Ground Vehicles that can shoot at you
-More weapons (ie. Napalm, Cluster Bombs, etc)
-Fully Automatic Gun
-Forward Supply Bases
-More mission parameters (ie. timelimits , targets , etc)
-Random HUD Stuff
-Expanded Tileset
-Improved Level Editor
(Almost Done!!!!)
The only problem I found was that when I went to the control's menu, it specifies the "control" key to toggle hover/flight mode when I had to press the shift key instead.
Keep it up man!