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Try out my new game

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Hi guys and gals I''ve just finished a complete game, a breakout clone, wondering whether you guys and gals can test play it a little. The game has 3 levels, not the usual 6 or 12 levels, so the player can conquer the game fast and get a sense of satisfaction, and who can last through 6 rounds of breakout? The game has a moderately slow ball movement; it is not a reflex game like the other breakout clones. With falling bombs feature; it is more of a strategy game; the player need to gauge the best angle to deliver the ball. The game is implemented 100% with STL smart pointers, so memory leaks should not be a problem. The game uses about 10mb of memory during runtime. The game is implemented with OpenGL and runs on windows 9x, 2000, maybe XP or NT. I appreciate any feedback. BUT THE MAIN THING IS...>:->...MUHAHAHAHA....(AK47 showing his fangs, rubbing his hands).... I''ve sent this game to this really really famous I mean world renowned game programmer and his feedback was collision detection failed, speed too extreme and option menu overlap main menu. After vomitting blood from embarassment, I suspect that my FPS limiter code failed with video cards like Geforce, I do not have a video card. That''s game version 4.0. I upgraded the time code in version 4.3. So I am really interested in your feedback if you tested game version 4.0 and 4.3 with your video carded computer. If version 4.0 is bad but 4.3 is good, then I have fixed the problem. If version 4.0 is bad and version 4.3 is bad, then I know I have not fixed the problem yet. But if version 4.0 is good and 4.3 is good also, then I can''t sleep... You can get the game at http://www.angelfire.com/games5/ak47fh/center.html Thanks & many regards

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I enjoyed your game and thought the "killer" blocks was a good idea. Out of interest who was this well known programmer it wasnt someone like Andre Lamothe was it. I could do with advice on my code in the near future

Later

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Guest Anonymous Poster
the game won''t run, it says it can''t load font. fix that & I''ll try it out again

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Hey there...

Version 4.3:

Speed seems to be fine...no problems at all. Collisions work fine, too. I get 70+ FPS.

Problem: Exiting it (through the exit option) generates an error... The standard WinXP error..."the TEST v4.3.exe has encountered a problem and needs to close. We are sorry for the inconvenience."

I had this same problem on a program I was working on...you might want to check your destructors on there...(that''s what was causing my issues.)


Version 4.0:

Speed seems fine...no problems at all. Collisions work fine, too. I get 63FPS.

Problem: ....same as 4.3..



Sooooo...in summary, the 2 versions on my machine are almost completely identical. It might''ve been me, but the ball on 4.0 seems to move a bit faster (but it''s still steady)...and it also has 10-15 less FPS. Both crash on exiting.

For reference, my machine:

Athlon 1400
512MB DDR
GeForce4 4200, 128MB, 4X AGP w/ latest drivers
WinXP Pro

I think that''s it for the related important stuff.






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1.Hi knealeaj, thanks, glad you enjoyed the game. Who''s that game programmer? A matrix hint, he is right beside you...

2. Hi Anon with font problem, seems like the game cant read the font file, did you remove the game from its folder? If not, try looking for jester.glf in data/font/ in the game folder. If you cannot find it, try downloding the game again from the internet. Good luck!

3. Hi ichor. Hey your feedback was very helpful, thanks! About the destructors, I am thinking hard, I remember I freed all the pointers and setting them NULL...Beside those pointer stuff did I miss something? Not familiar with windows XP programming at all ;9

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Hi
I tried the game.. Only version 4.3

Well - speed:
with many stones it changes often between 12 and 40 frames. There seems to be a frame calculating using GetTickCount() or something like that.
GetTickCount only changes every 16ms. Try to use another function for it.

http://msdn.microsoft.com/library/default.asp?url=/library/en-us/winui/winui/windowsuserinterface/windowing/timers/abouttimers.asp

The menu:
When I start the game all 3 menus are shown. That shouldn''t be ^^

The game at all:
The first run: It worked without problems. But if the ball hits a deathly-stone it collids very strange (always to the left bottom). And sometimes it collids not at all.

The second, third... run:
The ball doesn''t collides with the border of the screen.

But might get a nice game ^^
Don''t stop working on it

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4.0:
Speed: ok (~65fps)
Collision: Ball goes right through the left wall. Always. Causes awful noise.
Menu: Displays both the main menu AND options [edit: AND hi-scores] simultaneously. Works ok after two attemts to select something..

4.3:
Only framerate differs: ~650fps (coincidence?)

System:
Athlon XP 2000+
512MB DDR
ATI RADEON8500 LE
WinXP Pro


[edited by - nonpop on April 15, 2004 12:27:32 PM]

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Only tried 4.3. The framerate was good (~2200) and it ran very smoothly. I didn''t hear any music even though it was turned on. I had to use Ctrl+Alt+Del to exit because neither clicking on the X, nor Alt-F4, nor selecting Exit on the menu had any effect. Also, I found it ran too slowly to be much fun. Maybe add an option for higher speed overall. Also, power-ups (or those death things) should fall in front of the blocks so you can see them coming. However, good job getting it running, there are just a couple little issues to iron out.

tj963

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collision detection doesn''t entirely work, I had the ball go straight through the middle of my paddle once. The music never played but the sound effects did. & every other time I bring up the game it would be in two menu modes at the same time, very weird

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Hi guys thanks for all the troubleshooting help, advice, feedback and encouragement! Man, you dudes are the greatest.

Why the game runs fine on some computers while not on others...

My game problems are narrowing down to windows XP. I learned my windows api programming from slightly old tutorials of The Forger, Digiben and Ultimate game programming. I do not think windows XP programming should be any different from the traditional windows api programming but I will check. Any ideas?

In the meantime, in new version 4.4, I have integrated, assimilated, borgged all timeGetTime() fragments into one super QueryPerformanceCounter object, hopefully that will solve the speed, collision, menu problems. I''ve also included opengl32.dll & glu.dll in the game folder; with a bit of luck might solve the menu and game closing problems, though the game might be forced to run on software rendering mode but it is a small game.

I need to install more error log....

Mmmmm...... ;9 hope you guys will continue testing my newer versions and be patient with my mistakes.

Thanks and many regards

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I''m having a hard time trying to uncompress your zip file with winrar. Maybe this computer is broken (cyber-café).

I''ll try again tomorrow.

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Thanks guys!

Got feedback inserting opengl32.dll slows down the game too much.

I am still researching windows XP programming. Very hard to find this resource on the net. Any good link?

Meantime, help troubleshoot my source code! Relevent part source code available in my site!

Muhahahahahahahahah

Thanks and many regards

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Version 4.5 released with PURE TIME BASED MOVEMENT.

Install a menu overlapping protection interlock just in case!
Like this

if(isMenuDisplay)
{
isOptionDisplay = false;
isHighScoreDisplay = false;
}//Pretty crappy but should work

Relevent part source code available if you want to take a look!

;9

Stay cute and handsome

Peace all!

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Looks nice, version 4.4 would run extremely slowly with the dlls included. After i deleted them it wouldnt go past the first screen.

4.5 however seemed to work great except there is no collision with the left side of the board, the ball just disappears off the screen and makes a noise.

Keep up the good work.

"When I first came here, this was all swamp. Everyone said I was daft to build a castle on a swamp, but I built in all the same, just to show them. It sank into the swamp. So I built a second one. That sank into the swamp. So I built a third. That burned down, fell over, then sank into the swamp. But the fourth one stayed up. And that''s what you''re going to get, Lad, the strongest castle in all of England."

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Hi I tried ur version 4.6, and I didnt find any bug. BUT, on my computer, the ball is going so fast, I cant see where its going lol. So its kinda unplayable for me. heh, I get an average FPS around 350. However, my comp isnt that powerful:

1.2Ghz celeron
512Mb SDRAM
Radeon 9200se 128Mb

So as the other 1 said u should add a controler to control the speed of the ball, or put a Sleep(15), at the end of the draw function. Or, try not to base the speed of the ball on the fps, on the draw scene function, because itll b different on each computer. Try to base ur movement speed on time.

nvm what i just said lol I looked up and see that you wrote : "Version 4.5 released with PURE TIME BASED MOVEMENT."
well maybe the time between each movement is too low bcause on my comp I cant see the ball moving, its too fast: when i press spacebar, I see that a couple of box was gone and the ball was back on my plate with a life gone :0(.

Keep it up.

[edited by - geez on April 20, 2004 3:29:42 PM]

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Thanks guys for all the feedback! Let''s see the game has 4 major problems (discounting gameplay and occasional music failure) which are:

1. Menu Overlap
2. Failed collision at the walls
3. Crashed game exit
4. No rendering

(1) should be solved.

(2) Installed a wall-ball collision error protection system: after ball collided with wall, it will swosh back to its precollision position, muhahahahahahaha. With extra time based movement, no.2 should not be a problem anymore. I hope.

(3) Installed window destroy command together with existing window exit command in message loop. Hope windows xp wont crash again upon game exit.

(4) Placed glu32.dll inside game folder. Hope that will solve some rendering problem. Meanwhile I will fork out some money from my piggy bank and get windows xp.

One more thing, the game PURE TIME BASED MOVEMENT speed is lowered down so humans can play it. ;9

Muhahahahahahahaha evil nose bleeding castle builder goes back to work.

Peace out

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Latest update:

I just got a copy of windows xp. Tested my game on it. And now I know how Bill Clinton feels like =^^=.

I ran some of my old demos on the new OS. No problem.

Hmmmm....I added new stuff in the game like singleton, smart pointers, display list, vertex buffer.....Hmmmm I have a prime suspect now. Muahahahahhahhahhaha.

WARNING: DONT TEST PLAY MY GAME AT THE MOMENT. IT HAS ISSUES.

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Grrrrr found some info here....

Q: In both Pontifex and Bridge Builder, I get display errors and the games run incredibly slow. I have a fast machine, so it''s nothing my computer can''t handle. Can this problem be attributed to Windows XP?
A: Windows XP supports OpenGL out of the box. Unfortunately, this is done using a software renderer that lets your CPU do all 3D calculations and renders it using the usual windows output. It does not use your video card''s hardware functions at all. Of course, this is incredibly slow, and can also lead to display errors.

Q: So how can I let OpenGL programs make use of my 3D hardware?
A: You need to download and install display drivers from your 3D card manufacturer that enable hardware OpenGL support. This speeds up OpenGL applications enormously and (hopefully) fixes the display bugs.

Q: But Windows XP includes drivers for my video card?
A: But Microsoft doesn''t like OpenGL, so these have no support for it. (Some WHQL-certified drivers from hardware vendors don''t, either - as was the case with the 12.40 Nvidia Detonator re: TNT2 cards). I can only guess this is so that users think OpenGL is crap - which it is definitely not, only M$ doesn''t like it. They prefer for game developers to write for DirectX, which means programs can be easily ported to the Xbox, but not so easily to Linux (which supports OpenGL, too).
If you think this is too much effort just for BB or Pontifex, be assured that a) these are great games ;-), and b) any other OpenGL game you might try will run slow as well unless you get OpenGL installed properly.

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Latest update

Ported the game from dev c++ to msvc 6.0. Now this is so weird, i got manual errors, wall collsion failed, bad speed, the works. At least now the game exit properly in windows xp. Stay tuned!

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AHA! Menus overlapping problem and wall-ball collision problem SOLVED TOTALLY! That''s because I didn''t initialize certain flags and variables to 0 value, I thought it is default assignment by compiler. It is hard to correct these faults when everything runs fine in my old dev c++ exe, but now with my new MSVC exe having the same problems as you guys are having, I can see it, I can fix it.

Muhahahahahahaha

So,

1. Menu overlapping problem SOLVED
2. Wall-ball collision problem SOLVED
3. Graphics SOLVED (graphics doesn''t display due to gameloop problem due to floating flags value)
4. Windows exit problem SHOULD BE SOLVED ( i also had problems with exiting windows xp with my old dev c++ exe, but now with new MSVC exe, the problem doesn''t happen again)

Ok, still some time based movement left to adjust.

Stay tuned!!!

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