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NOTE: The game has been finished since this post. I'm currently looking for people to try it out on this thread.
Hey guys, I've started a little puzzle game, but I've hit a little snag. Everything was going fine until I decided to give it a run on my laptop system. For some reason when i run the program in windowed on my laptop DX fails to create a device (works fine in fullscreen though). So I'm just trying to get some people to give the app a run on their systems and tell me how it runs (or rather if it runs). If you have a second please post your system specs as well! Oh and if you have an idea of what can cause a problem like this, let me know! Here is the program: Flip Mode (right click - "Save As") Thanks, Matt Hughson [Edited by - matthughson on September 11, 2005 6:20:53 PM]

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Very nice! Worked great for me. It looks very cool, but is it finished gameplay wise? It seems like I'm always able to make a section disappear, but no more than that one. Also if I rotate, I screw up the mouse cursor and eventually lose it.

P4 3.2GHZ
1GB Ram
Win XP SP2
Ati Radeon 9600 Pro 128MB

As for why it fails on youe laptop in windowed mode, it doesn't sound that all suprising. There's many things that could contribute to it, just due to the way laptops work, but best bet would be to try and update drivers as well as use your AC adapter and no power profiles.

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Thanks,

Yeah, it's not even close to being done; the thread title is just to trick people into clicking [wink]

Thanks for the suggestions on solutions. I have tried updating my drivers, but could you explain the power profile in more detail? I'm not sure what that means.

Matt Hughson

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Well what happens with WindowsXP and laptops is that to be more efficient, your laptop might reduce CPU speed as well as video specific features in order to save battery power. By using the AC adapter and making sure you are not running a "power-save" profile, you can get the maximum performance from your laptop (something you don't want when running off of batteries)

Now the best way to check the profile for Windows is by right clicking on your desktop and choosing properties. Then click on Screen Saver and the Power button. Take a look at the settings in there. You may also need to check your system tray as well because some laptops come with custom software that controls this setting as well.

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I haven't worked with Direct X, so this might not be worth anything - it's just a thought.

Does the bitdepth of your game and your desktop match? (not trying to run 32-bit bitdepth on a 16 or 24-bit desktop)

(Fullscreen mode ought to change the bitdepth and thus not result in an error, whereas the windowed mode might, I don't know.)

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Good game! Runs fine on my computer (about 400 fps):

AMD Athlon 2200+
Radeon 9600XT
512MB
WinXP

I found a few little problems though: I can't move mouse cursor out of the screen, and when I alt-tab to another window and then back, mouse won't work with your game.

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Worked great for me as well.

Athlon XP 3200+ / 1 Gig ram / 6800GT graphics card.


The enviroment map is a great touch, and looks great!

My only gripe is that it doesn't let go of the cursor when you move away from the window.

Awsome game.

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Runs fine on my system.
Athlon XP 2500+ @3200+
1GB RAM
GeForce 6800GT

Even gameplay works fine for me, but I encountered a bug where a large block of black "pearls" disappeared and never was seen again (smallest block that disappeared was 3x3). This happened to me three times.

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What kind of vertex processing are you creating the device with. I gave my friend a sample of my game once and he couldn't run it. Ended up he didn't have a seprate graphics card and couldn't get hardware vertex processing. If the device creation fails, try software vertex processing. It may work.

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Looks good. As far as the interface goes, I think it would be nicer to have the system mouse. Just found the 3d one hard to come to terms with. For example, when you zoom in the mouse can move way off the board, and to fast. And it moves on a plane at an angle.. tricky.

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Guest Anonymous Poster
It works fine on my laptop...just cant get into full screen mode because it wont let go of the mouse.

centrino running at 1.5
ati mobile 9200 32mg
512 ddr
xp pro

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Often times, a driver update will correct something strange, but it may be that you aren't initializing something properly under normal circumstances, and that most other cards' drivers do this for you, but you have the unfortunate luck of the laptop one not. Did you run in full DX debug mode on your development PC and see if anything strange occurs? Also, does it occur strictly in windowed mode, or when you switch from full screen to window? I'd suspect the difference in resolution or maybe you're using the wrong format in the present parameters? Maybe if you post the present params filling routines for full screen and for windowed, we could shed some light on it.

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Quote:
Original post by mrmrcoleman
The link gives me a page full of odd text...

Mark


Right click on it, and Save Link As.
it also happened to me in Firefox

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Works well on my comp. Only mouse moves very fast.
At first I though the game is about rotating all the objects to the same side (that was fairly easy), but after they started to fall and dissapear, I gave up. So what is it about (what is it to be about)?

Spec:
AMD Athlon64 1.8 GHz
DDR2 256 MB
ATI Radeon X600 128MB Pro
Win XP SP0

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Wow, you guys have been busy while I slept [wink] Thanks for all the great info; I'll try to address them one by one.

Bit Depth: I belive they are both in 32 bit mode, I will double check though and try some other stuff out.

Mouse Is Stupid: Right now the the mouse is an actual object in the world. Just makes things easier from a game logic stand point to have everything using the same coordinate space. I think I will end up at least switching the mouse to run in ortho mode, or even going to the system mouse instead.

The mouse can not be moved out of the window because it is in exclusive mode. I also don't have the code to reaquire the mouse after an alt-tab yet, so that's why you lose control of it.

Stuff Disapearing: That's supposed to happen. The 'puzzle' of the game is to get a 3x3 block of the stones the same color. When you do that they disappear. You can see it a lot better if u make a 3x3 block at the bottom of the level, and then u'll see the the top stones fall down. Basically, the game is going to present you with a prearraged level of stones, and you have to clear it in a certain number of moves (not implemented yet).

Can't Get Fullscreen: You can actually run the game in fullscreen if you want by changing a script slightly. Simply open the Flipy folder on go to Flip Mode -> Assets -> Scripts -> Config. Then open the file called mhengine.cfg in note pad (or something). Go to the last chunk of data ("[FULLSCREEN]"), and change the FALSE, to TRUE (case sensitive). You'll see you can also change the resolution there too if you want.

Clarify When Problem Happens: The problem happens when I initialize in windowed mode. I haven't tested switching back and forth.

Try Software Vert Processing: Tried that with no luck, however, I tried creating the device with D3DDEVTYPE_REF instead of D3DDEVTYPE_HAL and the app ran... very very slowly. Not sure what this means though.

What Are Your Present Params:
D3DPRESENT_PARAMETERS CDX_D3DWrapper::_setupPresentParams(bool a_bStartFullScreen)
{
// This variable will be filled with all the information about the device we want to create
D3DPRESENT_PARAMETERS params;

// Set up everything to be viewed in windowed mode
ZeroMemory(&params,sizeof(params));
params.Windowed = true;
params.SwapEffect = D3DSWAPEFFECT_DISCARD;
params.EnableAutoDepthStencil = true;
params.AutoDepthStencilFormat = D3DFMT_D16;
params.hDeviceWindow = m_hWnd;
params.BackBufferWidth = (int)m_vec2WindowDimensions.x;
params.BackBufferHeight = (int)m_vec2WindowDimensions.y;
params.BackBufferFormat = D3DFMT_R5G6B5;
params.MultiSampleType = D3DMULTISAMPLE_NONE;
params.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;

// Now check if they want to run in full screen mode
if(a_bStartFullScreen)
{
// Change everything specific to full screen
params.Windowed = false;
params.PresentationInterval = D3DPRESENT_INTERVAL_ONE;
}

return params;
}




Well thanks for all the help so far guys! I really appretiate it!

Matt Hughson

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Loads up just fine on my laptop. Congratulations on getting so far, you’re doing great! Hope you keep going on this. My one suggestion, from a visual perspective, let the… marbles(?) finish flipping before you make them disappear and fall. Without completing their flip and just disappearing it doesn’t fit with the rest of your theme. And that’s just a little tiny observation, so don’t take it as a real problem.

Specs:
Windows XP SP2
DirectX 9.0c (4.09.0000.0904)
Pentium M 1.5ghz, 512RAM
ATI Mobility Radeon 9000 32Meg
1024x768(32bit color, 60hz refresh)

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Ok, got it working!! I did so by changing the back buffer format (in the present params from above) to D3DFMT_X8R8G8B8. Thanks for all the help guys, as well as the compliments on the game so far!

One last question: is there a way I can determine what format the back buffer should be at run time?

Matt Hughson

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Quote:
Original post by BGCJR
I would drop more balls. how many times removed verses the clear board.

Bobby


I was actually originally planning something like that, except the balls would slowly push up from the bottom. It would basically be like a time attack mode: see how long you can survive, and the stones raise faster as time goes on.

I've ended up ditching the game mode though; it's just going to delay things too much right now. I figure I'll get the straight puzzle mode out for now, and if people are digging that, I'll think about releasing an upgrade.

Matt Hughson

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Runs great on my desktop. over 1300 FPS...

Athlon 64 3200+ (at 2550 MHz)
geForce 6600gt (at 590, 1180)
1GB RAM
Windows XP SP2

Keep up the good work man, it looks amazing!

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Quote:
Original post by kingnosis
Got a "Critical Error" on my laptop.


Hey there,

Can you tell me a bit more about the critical error? If my error handling works right, you should be able to open an html page that will say what went wrong. In the same folder as the main exe their should be a folder called "Post Information". In there is a file called "MHResultLog.htm". If you have a second open that up (just double click it; should open in IE or FireFox), and copy and paste the info on a reply to this thread. Thanks a ton!

Matt Hughson

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