FenrirWolf

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About FenrirWolf

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  1. My first actual game

    I concur with above. People aren't going to be playing your code, they'll be playing your game. If the internals are ugly, who cares? As long as the final product works and is fun. As you become more experienced and work on future projects, you'll have already made your mistakes and can avoid pitfalls from the start.
  2. Game Scripting

    Quote:Original post by Matt_D while nifty, i cant really recommend this approach, as debugging two layers at once (ie your VM, and your script code) can be a royal PITA. and using a large switch statement will more than likely introduce a cache miss..woo.. it is a common way to implement a in-game console though. which can be handy. Agreed. I've used two engines where the programmers thought they would be clever and would implement their own VM and scripting language. It was a nightmare to develop for. You had either a half-broken, brain-dead compiler or a leaky, buggy VM. I'm not saying the OP isn't smart and skilled enough to pull off a VM and language from scratch successfully, but Matt has a point -- You're just adding another area that you'll have to actively develop. It's just easier and saner to use a pre-existing, proven technology. These days, for my hobby games, I am using a Python based engine with C++ backend. (Panda3d) It's been a blessing with writing Python code all the way through for almost %99 of my project.
  3. Cloudburst released

    Dang, sorry that it's giving so many problems. Can you run the game with the -log option and then send me the resulting console.log out to fenrirwolf@gapingwolf.com?
  4. Cloudburst released

    Anony, sounds like you're using the D3D renderer? I recommend not doing that, as it's currently really broken.
  5. Cloudburst released

    Anony: Thanks for pointing that out! I threw in some support for alternate firing keys and forgot to check to see if the firing routine was already engaged. Fixed, I've got a v1.02 to v1.03 patch on the website now. Because, you know, real shmup gods don't need bugs to beat the game. ;) Thanks everybody, for the positive comments. The game was a bit rushed, but I just had to get something out the door using this new awesome 2D game engine. And you're talking to a guy who's pretty particular about his 2D engines, since I usually write them myself. :) Parrot: I should have just disabled the D3D renderer. Right now, it is highly unoptimized and has a ton of problems. I am using an early-adopter's version of the Torque 2D engine, and therefore that support hasn't be finished. Xing: I'll be sending an email. :) Yees I would be interested! Evolutional: I dunno why it's crashing. :( The GeForce 2 MX should be fine, maybe check driver versions?
  6. Cloudburst released

    For those who like Adagio, I am pleased to announce that I have released a mini-game based on the Adagio universe. It is called Cloudburst and it has very similiar gameplay mechanics, but with vastly increased resolution and graphics detail. :) In short, the game is a demo I put together for a new 2D game engine made by GarageGames, called Torque 2D. It's very powerful, and I love it! But don't fear, the game isn't just a hollow tech demo, I've been told it's quite fun and challenging. So, have fun! Cloudburst's Website is right here. Here's a direct download linke (PC and OSX versions) And finally, some screenshots! I tried to add this to the GDS, but I'm getting script timeout errors (ASP 0113) when I try to submit. (Edit: Weird, it timed out again, and posted the message...but not the content!)
  7. I admit I am a bit confused by section 6 (your code is isolated from the LGPL license) and section 5 (your code is now under the LGPL license), too. There was some rumblings about how that various interpretations of section 5 and 6 of the LGPL could be legally inforced if you had, say, a Java application that used LGPL classes. (Is Java doing "linking" as the license says in 5, or is it runtime loading, such as a DLL in section 6?) But for C/C++, appearently if you read those sections more in detail, it does seem to discount dynamically linked libraries. (Even the headers of a LGPL project can be compiled in, as long as it's just "numerical parameters, data structure layouts and accessors, and small macros/inline functions".) However, that part of the license is a bit fuzzy and it has lead to a lot of confusion. I think an audio library that used OpenAL as its backend would fall into section 5 as a derivative work, and therefore is subsumed under the LGPL license. (In other words, your library couldn't stand without OpenAL.) Here, see this from Section 5: When a "work that uses the Library" uses material from a header file that is part of the Library, the object code for the work may be a derivative work of the Library even though the source code is not. Whether this is true is especially significant if the work can be linked without the Library, or if the work is itself a library. The threshold for this to be true is not precisely defined by law But then again, IANAL, so take my advice with a huge grain of salt.
  8. Allegro driving me mad

    Ooops, my bad. :) Nevermind then!
  9. Allegro driving me mad

    Hombre, a little more information would be nice. What's the problem? What errors are you getting? I love Allegro to death, but I admit it's not the easiest game library to install. This is because they encourage you to make your own compiled DLL for it, instead of just grabbing the .h files and a DLL from their website. (Like, say, SDL.) In a way, I find that once you learn how to compile Allegro, you're set and can easily handle it from there. Probably the biggest "gotcha" in my personal experience is that you must use the right type of GNU-make. For example, when I migrated from Allegro + DJGPP to Allegro + MSVC, I ran into some nasty problems due to DJGPP's version of make being in the path. So it was using that over mingw's make. You also need to run vcvars32.bat to set the approprate paths, so Allegro can locate cl.exe (the MSVC command-line compiler). (As for SDL vs. Allegro, that's an old argument I won't get into. But I will say this, I recently wrote a game in SDL and now I'm back to Allegro. Why? I was having some porting issues, and preferred Allegro's way of handling things over SDL, especially 8-bit graphics.)
  10. Just ported Blue Meanies over to the Macintosh and OSX. Works pretty good, too! Though those with Powerbooks need not apply! (The game uses the keypad, and so is very difficult to play on systems without one. Yes, I should make a key reconfiguration option, but I'm on a roll right now, busy porting my other games. :) Anyway, you can find it here: Blue Meanies Website (It's down at the bottom) No real changes over the PC version, except that the laser repair button is now KEYPAD ENTER instead of KEYPAD DEL.
  11. Adagio: v2.00 demo release

    Ack! There is unfortunately a problem with the demo -- if you play the two levels sequentially, the game dies when it tries to load up level 3. (You'll get an error about unable to find level file in a dialog box.) Oversight on my part; In levels\original\leveldef.txt, the line that reads "maxlevel: 10" should read "maxlevel: 3"! Because it doesn't, the game tries to load non-existance levels. Doh! Ghosted: Several people have reported that keyboard error, but I simply cannot reproduce it on any of the three machines I use here for testing. My recommendation is to just use joystick control, or maybe the numeric keypad, until I can sort this out. :(
  12. Adagio: v2.00 demo release

    Luke: Thankies! :) Roots: A Linux version *is* planned, since I'm using multi-platform tools to make the game. There's a Mac OSX version planned too, now that my roomie has one and has promised me some time alone with it.
  13. Adagio: v2.00 demo release

    One small update: A lot of folks have been requesting a non-installer based .ZIP version. Here you go, all zipped up to go! Note that the highscore entry screen is incorrect. The directions state "press spacebar/joy 0 to enter a letter" (correct) and "press L alt/joy 1 to erase a letter" (incorrect). You select the left-facing arrow from the letter board in order to erase a letter. You also select "END" to go with your name as it is entered. And if you don't *want* to enter a name, just press ESC. (This will be cleaned up in the full release.)
  14. Adagio: v2.00 demo release

    That's why I released the demo -- I let a friend play it and he said, "WOW, this is like %300 better than the first demo!" So I'm glad to see that others think so too. I'm hoping to get the rest of the game done in the next two months, and potentially include some other goodies, too, if I get time. Check out this cool display stand I made for the demo CD! I plan on handing it out at a local sci-fi con event. (Heehee, I figured the icon fit, since Karth is supposed to be a badger...)
  15. Goliath Entertainment!

    A license...to kill! Bonuses: Clean artwork, fairly simple and easy to understand design. (Simple isn't a curse that must be banished with tons of complicated Flash, as some people think -- it's actually good to have a simple website.) Minuses: Sound. (I have an ALT-F4 reflex that gets triggered the second a website loads up and begins to make noise.) The sound is being loaded up as a .wav file too, and is using an IE-specific tag (BGSOUND). I haven't taken apart the .wav file, but I'm guessing it's not that well compressed. (If you MUST have sound, use an embedded Flash object that contains the sound loop MP3 compressed.) Also, there's the obvious spelling/drafting mistakes that have already been pointed out. But overall, not bad. Certainly has more spunk than my website, which is sadly way out of date. :)