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  1. #1
    Hey Jason, the batch files worked for me just fine

    I had already made one for myself to do fullscreen anyhow LOL

    Neat game...I found it a bit hard for some reason...I kept dying...

    It didn't help that a couple of times the weapon I picked up was the bazooka and killed myself due to short range firing

    cheers,
    Paul

  2. #2
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    Quote Originally Posted by paul_nicholls View Post
    Neat game...I found it a bit hard for some reason...I kept dying...

    It didn't help that a couple of times the weapon I picked up was the bazooka and killed myself due to short range firing
    Yeah I have that problem too some times. I might add a little bit of code in so that at least there is a sequence to the weapon or at the very least a gun appears at the start instead of a random weapon. So far an actual weapon will appear every 500 'game frames' until you collect one of those weapons then it'll instead bring up an ammo item of that weapon instead. However once you pickup the actual weapon it'll switch to that weapon, ala Doom style pickups, so you have to watch what you have selected before you start shooting too.

    I've tried making 'open space' maps where you have 2x2 or bigger wall-less spots in the map and it seems to do funny things with the player controls and the Robot AI (more so the player in my last test). I was thinking of having such maps, but I'm starting to second guess it's need. Have you perhaps played with the map data at all to see what you can do? Might be easier to do when I make my map editor, but that might take a little bit of time. Whats your thoughts on that?
    Jason McMillen
    Pascal Game Development
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  3. #3
    No, I haven't had a play with the levels yet, I might do that and see what I can come up with

    cheers,
    Paul

  4. #4
    Unfortunately I cannot get it to work on Win7 x64 (fullscreen hangs, double size is normal, fog one seemed to sorta work like a snail), normal game works but I am looking at a 46inch LED at full 1080p res, so it's like really... really... tiny like ants .

    Played the normal sized game, man those aliens owned me!.
    Last edited by Chesso; 13-03-2011 at 10:59 AM. Reason: Update

  5. #5
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    well there is x3 and x4 options too...?

    Yeah if you do come up with some neat maps then send them my way. Maybe there are different ways of looking at the gameplay that I haven't thought of yet.
    Jason McMillen
    Pascal Game Development
    Co-Founder





  6. #6
    Oh ok yeah I was just running those batch files, I'll just edit the 2x to do 4x.

    The X2, X3 ad X4 setting just runs it as normal for me, I'll try compatibility options, maybe Windows is just being stupid .

    Yeah no go, lowered the resolution and much better to see, it's pretty difficult. It reminds me of a NES game I played once..... the name escapes me, it was really fun too.
    Last edited by Chesso; 13-03-2011 at 11:07 AM. Reason: Update

  7. #7
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    at 19x19 tiles at 16x16 pixels, it's probably trying to do 320x200 or 320x240. Your card might not be able to display at such a small resolution since it's an HD screen. I can only imagine how big the pixels would be. lol On my 27" screen I get better than 1080p. As a matter of of fact I can only go as low as 640x480. My usual resolution is actually 2560x1440. This is of course at 27" (iMac)

    SO I think that's the main problem. I'm working to fix a higher resolution for the game for now. (I'll be updating the graphics later once I've signed an artist) Build 10 will have a new display system and perhaps even OpenGL graphics so I can record video of gameplay and speed up the game code a bit too. Though I was hoping to wait for an entire graphics overhaul at the same time as the switch to OpenGL. I can only promise a higher fullscreen resolution in build 10.

    NOTE: I continued development on my old Windows laptop which was made in 2003, runs WinXP SP2 and has at best a 15" screen.
    Jason McMillen
    Pascal Game Development
    Co-Founder





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