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Thread: Multiplexity: Rezolver

  1. #11
    PGD Community Manager AthenaOfDelphi's Avatar
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    Multiplexity: Rezolver

    I'm getting between 60-90 fps. Is there anyway to switch to fullscreen?
    :: AthenaOfDelphi :: My Blog :: My Software ::

  2. #12

    Multiplexity: Rezolver

    Quote Originally Posted by AthenaOfDelphi
    I'm getting between 60-90 fps. Is there anyway to switch to fullscreen?
    While the engine supports it, I haven't yet added the option into the game . I'll see if I can't get that into the next release, but it may be a few out, as I want it to be an option from within the game and not something that you have to change in the config file or by using a specialized batch file.

  3. #13
    PGD Community Manager AthenaOfDelphi's Avatar
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    Multiplexity: Rezolver

    K, no worries hon... if you've got it planned for a later stage, don't change your plans on my account. I was just wondering whether you had/are going to implement it.
    :: AthenaOfDelphi :: My Blog :: My Software ::

  4. #14

    Multiplexity: Rezolver

    New version uploaded!

    Features added:
    Fullscreen mode available in options
    Mouse pointer is now hidden
    Fixed the bug that let you create as many players as you wanted
    Other Minor bug fixes as well

  5. #15

    Multiplexity: Rezolver

    Well, lots of updates made over the past few days. I've completed the backend collision system and advanced the play options. It would be nice if a few people could run it and let me know what the performance is.

    BTW: If your thinking of running it on "You gotta be kidding me" get ready for a very high overhead. There are over 500,000 poly's and points that have to be generated and tested.

    Homepage again:
    http://www.eonclash.com/JumpStart/v4/PGD07/

  6. #16

    Multiplexity: Rezolver

    Runs fine on my machine. FPS always pending from 333 to 500 back and forth in fullscreen...
    <a href="http://www.greatgamesexperiment.com/game/Valgard/?utm_source=gge&amp;utm_medium=badge_game"><img border="0" alt="GGE" title="GGE" src="http://static.greatgamesexperiment.com/badge/game/valgard/gge400x56.png"></a>

  7. #17

    Multiplexity: Rezolver

    Runs OK on my machine, no errors or crashes. smooth game play
    <A HREF="http://www.myhpf.co.uk/banner.asp?friend=139328">
    <br /><IMG SRC="http://www.myhpf.co.uk/banners/60x468.gif" BORDER="0">
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  8. #18

    Multiplexity: Rezolver

    Runs at 83 FPS windowed. Roughly 58-62 FPS Fullscreen due to anti-aliasing I think.

    Pretty efficient. One thing to note in your readme, when you write one, is that WindowBlinds messes up the SDL window handle. So unless the application is ignored, the game cannot be played. After a few crashes, 1px tall windows, and general tinkering (while looking for a log file *tsk tsk*) I figured it out and got the thing working.

    Other than that, I'm good.

    I'd ask you some questions now about how you are using the Lua scripts, but I'll just leave that be for now and read your lua headers and such. I'll let you prioritize the competition for awhile, and then drive you crazy with questions!

    I found that on normal difficulty the walking speed was a bit too slow, because it really took awhile to find my way through. In the end I gave up because I didn't want to spend so much time in an early alpha, but you've got the maze generation part down solidly!

  9. #19

    Multiplexity: Rezolver

    @Robert, please ask away on questions about Lua and Pascal. I'm working on a Lua Gem for the up-comming book about Lua on how to utilize Lua within Pascal applications. So any questions that you or anyone else has just gives me more writing material .

    On the maze generation, I'm just using Prim's Algorithm to generate them. Then I'm using a fuzzy stretch to go from the generated size to the final map size (basically filling in sections of the map depending upon what the actual maze generated was). This gives a very nice effect and makes the generation quite quick.

    Thanks for the heads up on WindowBlinds and SDL. I know its a skinning application, but thats about it. Wonder how it screws up SDL in the long run.

    @All Thanks guys for testing so far, as I said, ALOT of work has went into the engine itself to make it as stable as possible on as much hardware as possible. Now, if I could only get myself a Mac so I can compile the engine for Mac and Linux I'd be set .

  10. #20

    Multiplexity: Rezolver

    @Robert, please ask away on questions about Lua and Pascal.
    As you wish, but I won't clutter your competition thread. Right now, part of my problem is figuring out just what I can script, and what is better to leave to Delphi.

    WindowBlinds allows for DirectX accelerated skinning of most any application, including those not theme aware. Part of the problem is that it never works right with SDL. Either the window's canvas remains black indefinitely, or the window (minus the titlebar's size) is 1-5 pixels high. I figured it was a good thing to forewarn you.

    I might know someone with a Mac who would be willing to test for you, but I'm not sure. If you'd like I'll ask him.

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