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dangerz

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  1. No problem. I think I've actually fixed this, but the unfortunate thing is that I can't release the fix. I'm in the middle of adding multiplayer support and the code is not in a release state :/ I'll post up here when it is. Thanks for the heads up! Roy
  2. What kind of implementation are you talking here? Is it a direct drop-in like MonoGame? How's the performance? Looks very interesting.
  3. I've been working on multiplayer a lot lately. I've hit a lot of hurdles, but I have a path forward and I'm following it. You can see the full details here: http://dangerz.blogspot.com/2011/12/multiplayer-milestones-and-summary-of.html I also have a summary and lots of screenshots of my year in game development. I'm hoping to have the first multiplayer build complete within the next 2 weeks (in time for the holiday break).
  4. [font="Verdana"]New release tonight. Here's the changelog:[/font] [list][*][font="Verdana"]All items and blocks now have their own floating graphic.[/font][*][font="Verdana"]Memory leak in floatingItemsManager has been fixed.[/font][*][font="Verdana"]Fixed bug where breaking glass could destroy tractor beam.[/font][*][font="Verdana"]Fluid engine has been completely redone from scratch.[/font][*][font="Verdana"]structuresManager draw() method has been optimized.[/font][*][font="Verdana"]The higher the player goes, the less thick the asteroids become.[/font][*][font="Verdana"]Pipes can now be placed inside of blocks.[/font][*][font="Verdana"]When a player is on the ground and they place an item, it gets placed 2 blocks below. This has been fixed so the item is placed directly below.[/font][/list][font="Verdana"] This version has an important map update. You cannot play your old maps until you convert them. Follow the directions at [url="http://www.astrominer.net/f/viewtopic.php?f=4&t=66&p=126"]http://www.astromine...?f=4&t=66&p=126[/url] to convert.[/font] [font="Verdana"]This also has better logging/exception handling, so if you test it Ryan please let me know. You can find the log file in the astrominer folder. It'll be called game.log.[/font]
  5. I released a new build tonight. It can be downloaded here: [url="http://forums.tigsource.com/index.php?topic=22847.0"]http://forums.tigsource.com/index.php?topic=22847.0[/url] There is a lot more debugging information being logged now. That'll help me narrow down Ryan's problem. Here is the full list of changes: [list] [*]Radar [*]Better Mouse Controls [*]Beam lights up the area around it [*]More Base2 [*]Performance updates - more specifically, the structures draw method and the world draw method have been combined, giving me an increase in 30fps. Player won't notice because the game is fixed at 60fps, but it gives me more leeway for when I want to add features in the future. [*]Chests now drop items if they are destroyed [*]W and A can now be used to control the menu. [*]Top left GUI can now be modded. [*]Ability to turn audio on/off has been added to the options screen. [*]Logging support has been added. A game.log file is created in the root folder. [*]Background track from [url=http://soundcloud.com/artistofthefortnight]Connor Humphreys - Artist of the Fortnight[/url] (1 of many!) [/list]
  6. While I'm investigating Ryan's issue, I've been making some updates. These include a new background and some other requested features. More details at [url="http://dangerz.blogspot.com/"]http://dangerz.blogspot.com/[/url].
  7. [quote name='ryan20fun' timestamp='1321946124' post='4886470'] [quote name='dangerz' timestamp='1321921136' post='4886396'] I had someone that was having random issues with the game as well. They updated their XNA libraries and everything fixed itself. You could try that if you'd like, but I'd understand if you don't want to mess with them. If you don't mind updating, you can find them at [url="http://www.microsoft.com/downloads/details.aspx?FamilyID=E5AD0459-CBCC-4B4F-97B6-FB17111CF544"]http://www.microsoft...B6-FB17111CF544[/url] and [url="http://www.microsoft.com/downloads/details.aspx?FamilyID=a88c6dec-aeae-42cd-a108-d35c013c3b97"]http://www.microsoft...08-d35c013c3b97[/url] [/quote] ive installed the XNA 4 SDK, so i dont know whats up there unless theve updated it. i will try the XNA Redist first, if that donw work ill first try reinstalling the .Net 4 Fx from the VS2010 disk( my ISP connection is not very fast ). ---edit--- does the VS2010 SP1 affect the game at all ? because i installed it. am going to download the .Net 4 Fx you linked to to see if it helps. [/quote] It shouldn't effect it. I'm using the generic .net File.IO, so it's nothing fancy. Another guess of mine is that it's something related to the thread. The fact that it's not creating a log is telling me that it's not even launching the save thread. Sorry I don't have any news no this yet. I'm still investigating.
  8. [quote name='Sharpe' timestamp='1321896521' post='4886278'] I didn't thoroughly read the thread, so I may be off base here, but I just wanted to point something out with your first map. [url="http://imageshack.us/photo/my-images/802/63166678036f575aeea9o.jpg/"]http://imageshack.us...f575aeea9o.jpg/[/url] Water, as I'm sure you know, attempts to equalize its level as gravity pulls it down. That's why the ocean is basically flat no matter how shallow or deep the floor is. In your first map, the water on the right would act much like a toilet. It would spill out and down to the lower cavern. I drew arrows. The top is water pressing down (water pressure). The second one is how it would siphon up and out. The circle shows where the water level is uneven. Just throwing that out there. Can't imagine the nightmare of attempting to code that. Awesome-looking game! A newbie like me can only marvel at your work! [/quote] Hmm.. haha, I'll have to see how I can implement that without it taking up lots of CPU resources. The hard part is finding a good balance between water physics that makes sense and CPU. Thanks! [quote name='ryan20fun' timestamp='1321900071' post='4886291'] it does not crash, it jyst seams to enter an infinet loop. [quote name='dangerz' timestamp='1321891022' post='4886234'] I have some ideas. I'll toy around with it tonight and see what I can come up with. [/quote] by any chance is this problem to do with the WOW64 emulation( it enables 32Bit apps to run under 64Bit Os ) ? [/quote] It shouldn't. I'm on 64bit Windows 7 as well. I had someone that was having random issues with the game as well. They updated their XNA libraries and everything fixed itself. You could try that if you'd like, but I'd understand if you don't want to mess with them. If you don't mind updating, you can find them at [url="http://www.microsoft.com/downloads/details.aspx?FamilyID=E5AD0459-CBCC-4B4F-97B6-FB17111CF544"]http://www.microsoft...B6-FB17111CF544[/url] and [url="http://www.microsoft.com/downloads/details.aspx?FamilyID=a88c6dec-aeae-42cd-a108-d35c013c3b97"]http://www.microsoft...08-d35c013c3b97[/url] Either way, I'm going to investigate this and see what I can find out.
  9. [quote name='ryan20fun' timestamp='1321856437' post='4886112'] nope, no log file gets created. also, i found your app data folder and noticed that while it says saving world, it is doing no file I/O. [/quote] Hmm very interesting. If no file is being created, that means it's crashing before it even gets into the save method. I have some ideas. I'll toy around with it tonight and see what I can come up with. Thank you very much for your help. Roy
  10. [quote name='ryan20fun' timestamp='1321797562' post='4885872'] where is the log file created ? i cant find it. [/quote] It'll be in the same folder as the executable. It's called file.log. It'll create the file whether or not the app crashes.
  11. [quote name='ryan20fun' timestamp='1321724556' post='4885661'] for some reason FF keeps saying "The connection was reset". can you email me the file ?( you can get my email by viewing my profile ) [/quote] It won't let attach files to the email form on here. Try this: http://www.mediafire.com/?cv157qqbcpqrx44
  12. [quote name='ryan20fun' timestamp='1321718475' post='4885626'] [quote name='dangerz' timestamp='1321717754' post='4885623'] [quote name='ryan20fun' timestamp='1321685071' post='4885536'] i'm stuck on starting a new game. the part where it says "Saving World State.. 0% complete." it stays like that for some time, with no progress being made. is this a bug, or does saving the world state take a long time ? [/quote] Hmm, it shouldn't take very long. 5-10 seconds at the very most. Does it ever leave that screen? I'll look into why it'd do that. [/quote] it does not move on from that screen. also from startup it uses 100% CPU cycles( if that is any use ) [/quote] What OS are you on? 64 or 32bit? edit: Any chance you can replace the .exe in your folder with this one: http://www.astrominer.net/astrominer.exe That'll create a log file in the same folder called file.log when it runs. It'll trap any errors in it that you can then post here so I can see exactly what's crashing it. Thank you very much for your help.
  13. [quote name='ryan20fun' timestamp='1321685071' post='4885536'] i'm stuck on starting a new game. the part where it says "Saving World State.. 0% complete." it stays like that for some time, with no progress being made. is this a bug, or does saving the world state take a long time ? [/quote] Hmm, it shouldn't take very long. 5-10 seconds at the very most. Does it ever leave that screen? I'll look into why it'd do that.
  14. First public release at [url="http://forums.tigsource.com/index.php?topic=22847.0"]http://forums.tigsource.com/index.php?topic=22847.0[/url] Please let me know what you think.
  15. New video showing the latest pump and tractor beam additions: [media]http://www.youtube.com/watch?v=KNF9_FVXlgc[/media]