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Work in Progress / Marvin the Magician

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Sven B
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Posted: 13th Dec 2007 18:22 Edited at: 13th Dec 2007 18:25
Allright, I don't want this project to end so...

Another way to calculate the height, without using Sparky's DLL is this:

You take a pretty high value (higher/lower than any point on your world) for maxRange# and minRange#.
I take px, py, pz as Marvin's coordinates on the world

Assuming you are on the world ofcourse, else the height would just be maxRange. Also, make sure you don't include the py in the command. Also: minRange# would probably be a NEGATIVE value.

To calculate the gravity, you could use a little of physics to achieve the effect. Create a separate variable to store the speed in the y direction, and a constant value for gravity to decrease your y speed.
Here, I take yspeed# for that variable
jumpForce determines the height you can jump.



I know it's not tested, but you get the main idea.

To determine the height of the jump: JumpHeight = JumpForce / Gravity
(v0 = JumpForce, g = gravity => v(t) = -gt + v0 => Y(t) = (-g/2)t^2 + (v0)t
The top of this parabolic function is -b/2a = -(v0)/(2*-g/2) = (v0)/g )
I shouldn't add this, but just so you know it is an exact value.

[EDIT] I am using vista, and it runs just fine on my computer...

It's the programmer's life:
Have a problem, solve the problem, and have a new problem to solve.
C0wbox
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Posted: 13th Dec 2007 19:23
@ Sven B
I'd love to say that helped, thanks for trying but the main points required for this gravity to work are that it uses Sparky's collision DLL so I can have Marvin actualy in the map as opposed to ontop of the 6 sided collision box around. And also that I am trying to avoid using intersect object commands because they are too slow. (This was the main original problem, in that your FPS lowers about a third when you jump because when JUMP#>0, the program searches for how far the floor is away from Marvin.

I'm sure there must be a non-laggy, all-colliding way to jump otherwise jumping wouldn't be a possible function in any game.

Sven B
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Posted: 13th Dec 2007 20:40
Then load 5 of the 6 sides separately?
Sometimes it's easier to just search a workaround the problem...
Maybe you can export the background and the map as separate objects, and load them separately. That way, the collision box isn't created AROUND the object, and you can have Marvin IN the map.

The only thing that will suffer would be the loading time I guess...

It's the programmer's life:
Have a problem, solve the problem, and have a new problem to solve.
C0wbox
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Posted: 13th Dec 2007 21:51
@ MTM WIP followers:
Do not fear, Alquerian is here.

Alquerian is currently helping me with the coding of the game and he is currently making the FPS loss less so the jump-lag is less noticable.

I will first have to evaluate the outcome before I decide the gravity problem is fixed and I can carry on making MTM.

tha_rami
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Posted: 13th Dec 2007 23:10
Wohoow! Go Alquerian!


A mod has been erased by your signature because it was larger than 600x120
C0wbox
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Posted: 13th Dec 2007 23:42
Yeh, me and alquerian are working on the code together as it stands.

He assures me that it is speeding up, due to his optimization, but I am providing the input as to what is what about the programming.

el zilcho
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Posted: 13th Dec 2007 23:59
all your images are gone
C0wbox
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Posted: 14th Dec 2007 00:58
@ el zilcho
=0! my images!

Are you sure? They look like they are there to me.

@ Everyone who is expecting good news
If you're expecting good news, you can have it!

Alquerian has managed to put almost an entire stop to the FPS drop while jumping, he's helped optimize the code so that when I jump my FPS is almost unchanged.
Before:
Walking - FPS: 56
Jumping - FPS: 35

After:
Walking - FPS: 56
Jumping - FPS: 54

I should be recieving the code back from him tomorow and will begin reconverting it back to my coding level again and I can then hopefully begin coding more of Map 2 and possibley Map 3!

Thank you Alquerian, you saved the WIP.

tha_rami
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Posted: 14th Dec 2007 01:57
Hail Alquerian!

Now gimme the screenshot you promised.


A mod has been erased by your signature because it was larger than 600x120
el zilcho
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Posted: 14th Dec 2007 14:36
oooo they are back. your server or whatever must've been down for a short while.

looking very nice!
C0wbox
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Posted: 14th Dec 2007 17:05 Edited at: 15th Dec 2007 01:23
@ tha_rami
I'm not making any more screenshots until I actually have the game back from Alquerian, which should be today (Current UK time: 16:05 14/12/2007)

EDIT: Well obviously I didn't get it back, yesterday (Current UK time: 00:23 15/12/2007). But Alquerian assures me he is still making it better. So I'd rather he made it good and spent time on it, than me rushing him to get it back to me. But he's managed to get a 72 FPS on it when before his coding it only reached about 47 FPS. So it should be good when I get it back, but its indetermined when I will get it back.

@ el zilcho
I don't know about the server or anything, but if it ever happens again just refresh and they should come back in a bit.

C0wbox
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Posted: 15th Dec 2007 02:47 Edited at: 15th Dec 2007 02:48
@ Everyone awaiting results of Alquerians work
I am pleased and very excited to announce that due to Alquerians optimization skills (and the fact he's the programmer from Heaven) the game now runs at a constant FPS all the way through.
Examples are as follows:
On my computer, before handing Alquerian the code, I got:
Around 55 FPS while walking and standing still.
Around 35 FPS while jumping.
On Alquerians work computer, he got:
Around 27 FPS most of the time.

After his most recent optimization I now get:
Around 58 FPS all the time; walking, standing still and jumping.
On Alquerians work computer, he gets:
Around 50 FPS all the time.

For this, I owe an unpayable debt to Alquerian for saving this WIP, and my motivation.

Screenshots and possibley an updated version will come when I re-format the code to my viewing style and recompile everything to run as it should.

Roxas
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Posted: 15th Dec 2007 18:47
Thats why the right coding is really important to get good fps and code everything fastest way as you can. If you do those optimizations later it will take a lot of time if your project is big!

So you should start learning the fastest ways to do everything


Click For Details!

C0wbox
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Posted: 15th Dec 2007 19:20
@ Roxas
Yeh I thought I did know the fastest.

No one had told me there was another way.

But now I know.

Xenocythe
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Posted: 15th Dec 2007 19:42
C0wbox,
I am in the process of learning 3DS Max and ZBrush. Since your model is not animated already, I'd love to whip up another Marvin for you.
Tell me if you want...
1. Model Only
2. Model + UVMap-Texture
3. Model + UVMap-Texture + Animations
4. Model + UVMap-Texture + Detail Bump Map
5. Model + UVMap-Texture + Detail Bump Map + Animations

If you want animations as well, please specify


Productivity on Hassassin has increased tenfold.
C0wbox
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Posted: 15th Dec 2007 21:37
@ Veintitres
Well I could allow you to do an animated, UV textured (No bump map), Marvin for me, but the reason I chose a Wizard is because he doesn't really require any animation.

You would also need to make sure he looks similar to how he does currently, because I modeled him exactly how I think he fits best.

You may also need to model the other NPCs though, because they are just edited versions of Marvin.

Xenocythe
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Posted: 15th Dec 2007 22:11
Ahh, I see. But even as a magician, does he not have to move when he jumps, attacks, etc.?

I understand the walking is a sort of hovering though.


Productivity on Hassassin has increased tenfold.
C0wbox
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Posted: 15th Dec 2007 22:16 Edited at: 15th Dec 2007 22:26
@ Veintitres
He does obviously have to move but it isn't that noticable when he does.

But if you model him and show me, I'll tell you whether I think it would be worth doing the animations and UV map.

The long awaited update

Finally, I have the update with the new gravity and jumping, complete with new techniques and a new HUD.

Here are some pictures just to prove the WIP is saved after all:












The only known problem with this update is that the gravity is slightly glitchy in some parts of the maps and Marvin likes to bounce up and down about half a world unit. But Alquerian says there is a fix for that and he will look into it.

An update on this problem will be given when I have 1.

Please continue posting bugs people.

Future updates are still to include more maps, more enemies, spells, quests and implementation of necklaces and level-up benefits.

Download the ZIPed version from Soharix here:
http://www.soharix.homestead.com/Marvin_the_Magician.zip

The crazy
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Posted: 15th Dec 2007 23:22
Awesome!

[href]www.savethegrunts.org[/href]
Virtual Nomad
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Posted: 15th Dec 2007 23:39 Edited at: 15th Dec 2007 23:47
greetz, C0wbox

i just downloaded the current MTM and explored a bit. i was running at a solid 60-72 FPS until i seemed to fall into a strange "zone" in your world (or the program was just glitching, regardless of the player location). i came off a bridge (if i remember correctly) and started heading back toward town (screenshot included. maybe you can tell exactly where i was to help find the bug) when all of a sudden my FPS dropped to mid-30's and every couple seconds or so the "Ow.wav" sound played. (i THINK i had aggro'd a beastie in the forest about a minute or 2 prior, but just left it and kept walking/exploring. maybe it was coming for me and was taking damage some how? i looked around and didn't see it near me, though).

(it would be helpful with bug reporting if you provided world XYZ data on screen so we can help pinpoint anomolies like this while in testing phase)

...

i just went and tried to reproduce the "error". same thing happened again. see screenshot(s). the second time i tried (and succeeded) in jumping over the end-part (over land) of the bridge's railing (i was jumping on lots of things, "testing" your collision system). maybe that's the problem... anyway. hope this helps.



edit: also, i want to add that the mouse cursor could be a little bigger/brighter/more obvious, and the spell's "shot", too, is hard to see from some/most angles.

Virtual Nomad
AMD XP 1800+ (~1.6 Ghz) / 1.5 GB RAM
ATI Radeon 8700LE 128 MB / Windows XP

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C0wbox
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Posted: 16th Dec 2007 00:32
@ Virtual Nomad
I'm sorry, but I'm not quite seeing your problem.

Are you saying that it is when you shoot an enemy, you look in a certain place on the map, or you collide with certain objects?

1. If it is when you shoot an enemy then, yes, that is a problem, I don't know much about sounds. Maybe someone else can help.

2. If it is when you are looking in a certain place, then I'd suggest turning off cartoon shading and trying again.

3. If it is with the collision well, I can only hope it sorts itself out when Alquerian fixes the bounceyness.

If there is anything else you can tell me which you feel is useful to helping your problem then please don't hesitate to tell me.

If anyone else gets this problem, please tell me as well.

Virtual Nomad
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Posted: 16th Dec 2007 01:06 Edited at: 16th Dec 2007 01:18
try reproducing the bug following the path i've stated. go aggro something (both times for me was aggro from the forest beastie), leave/walk away from it, jump "on" a couple things, then go to the location i've shown in the SS's.

i don't know your code so i can't tell you what routine it's in. it could be an Aggro issue (if you leave an aggro'd beast, does it go back to sleep or keep looking for the player? then it might be an AI thing), a Collision issue (do you have that sound play if you jump off of small structures?), a Zone issue (it happened in the same exact spot twice in a row), or ??.

oh, and to respond directly to your 3 queries:

1) no, it doesn't happen when in "normal" combat situation. that seemed to go well. but since the "ow" sound is playing, i thought it had to do with the aggro routine.

2) cartoon shading: i can't see a difference when i change the settings. i know the first time i ran the prog, i clicked options off and on and didn't see anything different. maybe it's my older graphics card.... but, the 2nd time i ran the program (to try and reproduce the error), i didn't touch any of the "settings". (i didn't think they "worked" the first time, so i didn't bother with them the 2nd time).

3) well, the collision is buggy/not perfect, as you know. <shrugs> it didn't happen WHILE i was colliding (with anything i can see, which made me think you might have hidden plains/objects marking "world zones" that triggered things since it happened in the same spot on the map).

i might go back and try to get more specifics on the glitch but you should try to reproduce it, as stated, and see for yourself. you know the internals so you might know "what's going on" right away.

Virtual Nomad
AMD XP 1800+ (~1.6 Ghz) / 1.5 GB RAM
ATI Radeon 8700LE 128 MB / Windows XP
C0wbox
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Posted: 16th Dec 2007 02:39
@ Virtual Nomad
Ahh, you've confused me even more.

Are you now telling me it is the AI, the sound and the collision that is causing this drop in FPS?

I tried recreating the situation and nothing unusual happened.

All I can say is that if you shoot somewhere in a random direction - that fireball doesn't ever stop. So it could be a fireball you fired ages ago, eventually hitting an enemy far away and making the "Ow.wav" sound.

But as I said, I still don't quite understand your problem.

Virtual Nomad
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Posted: 16th Dec 2007 05:57 Edited at: 16th Dec 2007 06:00
ok, scrap all that. i went back in and did "nothing" except move to the location. from there, when i look "back" at the village, that's where i get the most polys (~30k) which causes the massive FPS hit. i've never had that kind of performance hit from a mere 30k polys so i didn't think that was the problem. alas, it seems to be so. in any other application, dbpro or otherwise, i've never experienced that with anywhere near that low polycount. <shrugs>

this is from the application by someone here on the forums (in program announcements "How fast will Dark Basic Pro be with my graphics card test software", if it's not familiar to you).


note the polycount and fps.
i've done a number of different things with DBPro in the past couple years that push my system's performance and i know have a low-end system compared to most, but 30k polys = 30fps? sheesh. never had it hurt so much.

Virtual Nomad
AMD XP 1800+ (~1.6 Ghz) / 1.5 GB RAM
ATI Radeon 8700LE 128 MB / Windows XP
Sven B
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Posted: 16th Dec 2007 11:42 Edited at: 16th Dec 2007 11:42
Well, to increase your FPS as much as possible, I would hide and exclude objects as much as possible:



Or make a complete low poly town, and "hide" it on the same place. Once you reach a certain distance you hide the high poly town, and show the low poly one.
I haven't tested this personally though.

Also, you probably might be doing such things already. But it's just an offer for help ^^.
(And I secretly want you to finish this one lol)

It's the programmer's life:
Have a problem, solve the problem, and have a new problem to solve.
Alquerian
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Posted: 16th Dec 2007 22:49 Edited at: 16th Dec 2007 22:53
The animated soldier test that you looked at isn't close to being the same as an in-game test. The framecount hit you are experiencing is due to many things, not just polycount (although it is a large contributor). One thing that is causing some of the framerates to drop is in fact poly count, another is the collision checks which take place, and the mountain of other checks which take place (which could also be optimized a bit). Keep in mind that this is still a work in progress, and that he has accomplished a great deal already.

There is still several places that his code can be optimized, and I am sure that it will be running smoother as time goes on. In some places sparky's is being used, in other places native DBP collision commands etc.

One thing that surprised me was that the level itself was chunked up into 590 limbs, which included trees, buildings etc. (all of these belonging to the same object). This was sped up by utilizing limb-based culling. limb-based distance exclusion might not be a bad idea (as Sven B suggested). 28k of the 30k polys that you see are the level itself, so an overhead view would definitely keep the poly count down (seeing as the frustum culling will cull the extra limbs of the level) this is especially true of computers with inferior video cards and faster CPUs.

Cowbox-
(I need to download your updated version and check it out, I will do that today!)

Support the indie!
Gil Galvanti
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Posted: 16th Dec 2007 23:20 Edited at: 16th Dec 2007 23:20
I just downloaded an played your latest version, and it has a great, smooth, cartoony feel to it . I had a few complaints/suggestions/questions:
1) I suggest making the menu options highlight as you move your mouse over them and select them.
2) I couldn't figure out how to use the inventory.
3) I couldn't figure out what numbers "1" and "3" did, they let me type something, but I couldn't see what I was typing cause it was hidden by the HUD, and I didn't know what to type.
4) I experienced a bug after I killed one of the mushrooms at the port, my experience continually went up and leveled me up even though I wasn't doing anything, and finally stopped at level 37 .
5) Can you get to the snow place in the demo you posted? If so, how? I didn't see it?

Great job though, keep it up .


BMacZero
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Posted: 17th Dec 2007 00:56
Quote: "4) I experienced a bug after I killed one of the mushrooms at the port, my experience continually went up and leveled me up even though I wasn't doing anything, and finally stopped at level 37 ."


I got the same thing, it was a purple mushroom at the port. I think it stopped because the mushroom respawned.

Quote: "2) I couldn't figure out how to use the inventory."

Ditto, but I don't think there is one. I think the potions just heal you when you pick them up.


"Ok, so that wasn't funny. I don' have any good Christmas jokes."
C0wbox
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Posted: 17th Dec 2007 01:30 Edited at: 17th Dec 2007 01:31
@ Virtual Nomad
Alquerian speaks the truth. - He has been helping me with the code and is more likely to know in that case.

@ Alquerian
If you intend to download it would you like the code too?

@ Gil Galvanti
1. The menus will be redone at a later date, they are simply placehold at the moment.
2. There is no inventory besides the 3 slots in the top right, these are for your left hand, your neck and your right hand. (Is there really anything else someone with no bag can hold?)
The first reason I made the inventory so simple is because inventories confuse people who are not familiar with RPG style games and I like to make my games universal and fun for everyone. The other reason I made it so simple is because normally when I make an RPG I end up spending all my time on the HUD and inventory and don't put the time and effort into the actual game to make it good. - On this project however I have done the exact oposite and kept the inventory system simple but effective and the gameplay enjoyable and emersive. (Hense the already intense notice on this WIP.)
3. Hehe, the number keys shouldn't be used unless talking to an NPC, they are infact to do with the level editor which due to the fact this is not a full version, I keep leaving active in the game you can all download. A run over how it works is simpley that 1 selects the object type to place, 2 removes the last object placed, 3 sets an alterable variable for that object and 0 saves the level to a defined name. As I don't expect you'd want to play with this, due to the fact it would probably brake your version, I won't go into any further details. - Just ignore those keys when in normal-play.
4. I'm not sure on that bug about the mushrooms. But can you clarify for me as bmaczero that it was a purple mushroom as it would help me in finding the problem.
5. Map 2 (The snow place) is hard to get to, first you must reach "Breezey plateau" which is south-east of Calger. It is hard to reach it as some have discovered but is quite possible. The reason it somewhat hard is because most RPGs lack the fun and traditional gameplay that action games have. This RPG is designed to encorporate the challenges that normal RPGs lack. - In a way; making it unique.

@ bmaczero
Yes, the potions are used as soon as Marvin collides with them, this is to reduce confusion and to allow you to stay in the action of a battle without needing to hide somewhere, open your inventory and use a potion.

DrewG
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Posted: 17th Dec 2007 01:39
When will something will like quests will be done?

Alquerian
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Posted: 17th Dec 2007 18:45
Cowbox - I downloaded and played the newest version at home, it ran very smoothly, Steady 60 FPS from all angles. I also ran into the odd bug of the runtime error '37' (I think it was 37) object already exists or something. I think it has something to do with the respawning mushrooms.

I was able to level up to level 45 or so by shooting a few of the mushrooms over by the port, I ended up with 62k gold I would imagine you have their reward value for killing them set really high for testing.

I was never able to get marvin to get submerged in the level like you were, I played it for 20 or 30 mins. It would occasionally jitter, but that was it. I am willing to bet it is a timing issue, since the game isn't timer-based (yet). I am almost positive that issues such as that will magically disappear if and when it becomes timer-based.

It was surprisingly smooth and beautiful on my home pc. BTW, I think the home pc has the following specs:

AMD 64 3500+
2 gigs
ATI X800 GTO

Nothing too fancy, but the videocard is halfway decent. It plays oblivion at ~30 or 40 FPS, making me think that my processor is probably my current bottleneck for MTM.

IM me when you get a chance, I will give you a bit more info

Support the indie!
C0wbox
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Posted: 17th Dec 2007 23:39
@ DrewG
Quests (and other cool things like 2ndry spells ) will be done as soon as I am confident I have a solid engine to work with and I can just make the game, instead of the coding behind it.

Alquerian
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Posted: 20th Dec 2007 08:30
A few things have been fixed in the code recently (on my end). The 'jitter' that would happen in some places where Marvin would wiggle in place has been fixed. A faster collision solution has been implemented which allows for more realistic sliding collisions for sliding down slopes which are too steep. Jumping and Falling are now based on a pseudo-velocity system which makes jumping and falling much more realistic.

COwbox has done some more work as well. I am sure he will update everyone with a surprise or two shortly

Support the indie!
Mr Z
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Posted: 23rd Dec 2007 00:02
Any news about Marvin?

Darkness, you haunt me. If I give in, I would be an monster beyond imagining. Light, you guide me. Thanks to you, I see past the nothingness. Life, I choose to live in the light.
C0wbox
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Posted: 23rd Dec 2007 00:52
Well currently I'd like to say I had some, but I'm saving it up for when Alquerian finishes the new jump system he's coding.

Once we've got that fully operational, I'll update you on the rest. (I'll also get back to work properly, because I can't make too many changes to the code if he's working on it too.)



There will be an update though, never fear.

Mr Z
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Posted: 23rd Dec 2007 21:24
Ok, good to hear that . Just take your time.

Darkness, you haunt me. If I give in, I would be an monster beyond imagining. Light, you guide me. Thanks to you, I see past the nothingness. Life, I choose to live in the light.
Diggsey
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Posted: 27th Dec 2007 16:59 Edited at: 27th Dec 2007 17:00
Nice game, but there's just one bug:
Every time I try to go through the secret door, I get this error:


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C0wbox
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Posted: 27th Dec 2007 21:20
Which secret door would that be?

If:
It is the large door at the end of Calger gorge, then yes, that is a bug and I will try to find what the problem is (and fix it).
It is the tunnelway past the large door at the end of Calger gorge, then you probably don't have the most up to date version so that map doesn't exist in yours yet.
It is the tunnelway on Breezey plateau then yes that is a bug (or you have an even older version) because that one should work.

Please specify

RUCCUS
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Posted: 28th Dec 2007 16:50 Edited at: 28th Dec 2007 16:50
Its getting there.

Something weird happened, I minimized the screen, and re-opened it. I didnt notice this at first, I was pressing the 1 and 3 buttons to enter text just to see what it did. Then I noticed, my character looked like one of the villagers, except holding a staff. I dont know if it was a result of me minimizing and then re-opening the game, or if I entered something in the 1 / 3 key text entry buttons.

I couldnt figure out how to use spells, and when I was the villager person I couldn't pick up spells.

I have to go now, Ill try to reproduce it tomorrow if I can / am not busy.

Also, your collision isn't the greatest, lots of vibrating with the ground, especially after coming off of a bridge and going over the river.

I had a pretty steady 60 FPS, even when looking back at the town with a 30k + polycount.

C0wbox
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Location: 0,50,-150
Posted: 30th Dec 2007 01:18
Well if you had read some of the comments first (or even after discovering these things) I have said that the number keys, 1,2,3 and 0 are all to do with the map editor when in normal view, the spells don't work yet, because I haven't actually got round to making that part of the game and the collision system is being fixed for good at the moment.

(Please people, don't post bugs that aren't bugs or have already been discussed/solved/acknowledged.)

DB PROgrammer
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Posted: 30th Dec 2007 10:03 Edited at: 30th Dec 2007 10:03
Ok, I think I found a bug!(look at attached screenshot) No I did not sit there and do that, lol! I was in the place over next to the dock killing some mushrooms so I could get the necklace, when suddenly I noticed my XP and $$$ was inceasing very fast for no reason. I took the screenshot after it seemed to stop inceasing. I don't know why it went up and I don't know why it stoped but I do know that I bought everything I could, lol!

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RUCCUS
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Location: Canada
Posted: 30th Dec 2007 18:48
You cant expect everyone to read every single post on this thread, you should make a bold list on your first post showing known issues / bugs, with a note not to point them out.

BMacZero
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Location: E:/ NA / USA
Posted: 31st Dec 2007 00:57
Yes,DB PROgrammer, both Gil Galvanti and I found that glitch. We're looking for more information on why it happens, for example I think it was after I killed one of the purple mushrooms there. Do you have any other info on that?


"Ok, so that wasn't funny. I don' have any good Christmas jokes."
DB PROgrammer
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Posted: 31st Dec 2007 01:58 Edited at: 31st Dec 2007 02:50
I'll try to recreate the bug and I'll post back here.

C0wbox
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Posted: 31st Dec 2007 02:07 Edited at: 31st Dec 2007 02:08
Thanks guys, I would be looking into this problem but I'm currently waiting for the collision code to be reproduced, (and newyear and christmas to get out the way) and to get back to my computer as I am currently limited to my mum's laptop in Scotland (which doesn't have Dx9.0c so I can't work on anything yet.

Don't worry though, I will be back on the 5th of January.

DB PROgrammer
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Posted: 31st Dec 2007 02:25 Edited at: 31st Dec 2007 02:51
Ok, I recreated the bug! I will give a step by step of what I did. First I killed all the mushrooms and those other things that are next to the village you start in, I kept doing this until I get almost 100 coins thats when it started. The screenshot shows the exact mushroom that I killed right before it started(although not exactly and the first time I only had around 20 so I don't think this is part of it), the funny thing is when it responed it made a sound like it had just got hurt again and then my money and XP stoped again.

I am pretty sure I know whats happening. For some reason somtimes when you kill a mushroom it never stops giving you XP and money for killing it until it respawns. I would check your code that gives the XP and money and see if there is any conditions that would keep giving you the money, like a repeat until, or a while endwhile loop that condition dosn't always come true when you kill a mushroom.

Anyway this bug only seems to happen with pink mushrooms unless somone else has got somthing else to do it.

Hope this helps! The game looks really cool!

Edit:
I don't really think this is a bug just more of a personal prefrence. But, when I spin my mouse wheel really fast it only moves a little bit. I am pretty sure this is because you are using wrapvalue or somthing like it so when I rotate it really fast I might rotate it almost 360 degrees and it moves the wrong way.

Also somone said they where getting low FPS when looking at the port, I also got low FPS when looking at the port or the town. It is not the amount of polys on the screen it is the textures. I took some of the really big ones, took them into paint and scaled the by half and I was getting normal FPS when looking at the port. It didn't work when looking at the Village, I think its because the textures are are not big but they are repeated alot.

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DB newbie
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Joined: 13th Nov 2005
Location: um..... i dont remember.
Posted: 4th Jan 2008 02:49
wow cowbox this looks amazing, an RPG that is going strong. i shall keep a close eye on this amazing game. imagine if you turned this into an mmo that would be awsome.

P.S i havent tried it because im traveling but the screenys look nice.


Come see the WIP!

DB PROgrammer
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Posted: 4th Jan 2008 08:35
Any Updates?

Alquerian
18
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Joined: 29th Mar 2006
Location: Reno Nevada
Posted: 4th Jan 2008 20:38
I finished the collision and jitter problems and improved some performance issues about a week or two ago, but Cowbox is away and should be back in the next day or two. When he gets back, we can share the progress that has been made and post an update. I know he has been working on a couple of new maps.

I am also glad to see that this made the newsletter!

Support the indie!
DB newbie
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Posted: 5th Jan 2008 15:16
ok i played it and i have a few sugestions, on the menu you should have a buttun that tells you the game controls and the settings i cant tell when i click on the cartoon shader if it registers. oh and for some reason marvin starts shaking sometimes


Come see the WIP!

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