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diskheadyXI

platform game demo

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Hi there I''ve just uploaded the first demo of my platform game and i''d appreciate it if you''d let me know what you think. its a 127kb download from: http://mysite.freeserve.com/andy_williams/platform.zip I realise that a lot of the graphics are not mine but I simply can''t draw so I will be replacing them latter. cheers Andy

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thanks for the feedback

I was worried about that - it works fine here but I have a p4 1.4ghz - I didn''t have a clue how it would work on other machines.

what graphics card do you have?

better get optimizing!

cheers

Andy

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Im on an AMD Athlon 1ghz with geforce 3, I''m not sure how many FPS I was getting but it ran good.

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AMD Athlon 1.2GHz
256M SDRAM
Voodoo 5 5500 AGP Video
Microsoft Windows 2000 Server

Runs smooth... A bit slow, although I''m sure the framerate was good, I think this is more of a logic issue than actual engine speed as it was extremely smooth. There were a few issues that I''m not sure if they were intentional or what, such as some of the enemies seemed to be a couple pixels off the ground, but top notch demo. Keep up the good work.



DracosX:

Master of the General Protection Fault

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Pentium 4 1.8ghz 256MB

Runs fine on system(smooth). Needs alittle more work in some areas. I got easily frustrated with trying to jump on obstacles, some places I easily got stuck and couldn''t move. In one area not sure what level I fell off a ledge and returned onto the screen and fell again this happened over and over again in a loop with noway to stop.


PaulJ

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Hi there

btw - I''m the guy who wrote the demo

paulj - I can understand why you got frustrated with the jumping - it needs a little work - I''m going for a slow paced game so it is intentionally slow. about falling forever - I realise this is possible - its because i don''t have a damage system in place yet - you can solve it by altering the maps actually

this demo was just really to see how smoothly it ran on other machines - if your having trouble then restart your machine and try again - I have trouble on my machine if i run it after IE or any other graphically intensive programs

DracosX thanks for your kind words - some of the enimies are floating - shouldn''t be too hard to fix - cheers

this has been very helpful thank you all very much

Andy

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Ok here is how my timer works

first of all the initialisation I try to find out if there is a performance counter
and initialise the relivent variables depending:



      
// is there a performance counter available?


if (QueryPerformanceFrequency((LARGE_INTEGER *) &perf_cnt)) {

// yes, set time_count and timer choice flag


perf_flag=TRUE;
time_count=(unsigned long)perf_cnt/60;
QueryPerformanceCounter((LARGE_INTEGER *) &next_time);
time_scale=1.0/perf_cnt;

} else {

// no performance counter, read in using timeGetTime


next_time=timeGetTime();
time_scale=0.001;
}

// save time of last frame


last_time=next_time;



then in the main game loop I try to get the current time and then I test to see
if it is time to render the next frame
if it is I draw the frame and update the next_time variable


  
// use the appropriate method to get time

// and calculate elapsed time since last frame


if (perf_flag)
QueryPerformanceCounter((LARGE_INTEGER *) &cur_time);
else
cur_time=timeGetTime();

// is it time to render the frame?


if (cur_time>next_time) {

// calculate elapsed time


time_elapsed=(cur_time-last_time)*time_scale;

// save frame time


last_time=cur_time;

// yes, render the frame


//render_frame();


draw();


// set time for next frame


next_time = cur_time + time_count;
}



this code is from teach yourself directX 7 in 24hrs

cheers

Andy

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