| View previous topic :: View next topic |
| Author |
Message |
Donovan9830 Level 4 Searcher
Joined: 13 Mar 2010 Posts: 82
|
Posted: Sun Jun 06, 2010 2:44 pm Post subject: |
|
|
No problem helping out with the save / load (or anything else you need for that matter). It's really pretty simple once you get the twisted logic
I made a separate app in the early leaning stages (avoids loading a big game 40 times to test it out / fix / test it out / fix). Remind me of sending you that when I finish v102. I'll zip it up & upload.
You'll need gm8 though, as gm6 won't be able to read that file. The free version should be just fine (I don't remember there being any function only active in the registered version, but I'll have to check). _________________ OlderBytes!
Vintage Adventure / RPG - for MM I&II DM BT EOB fans. |
|
| Back to top |
|
 |
|
|
unit Level 5 Hunter
Joined: 14 Mar 2010 Posts: 208
|
Posted: Tue Jun 08, 2010 10:59 pm Post subject: |
|
|
thanks Donovan.
I'm not using gm8 untill i can afford to get it registered. (the job agency offered me work this friday so i'm hoping they haven't yanked it away before then.) ..i'll send a message again when (if) that changes. there are plenty of save/load tutorials around so it'll turn out fine in the meantime.
i haven't been able to implement GM's inbuilt save/load with the 3D particle system yet. (crashes game) so this 3d RPG engine using the particle system is delayed (without saving loading it's too incomplete i think) ..this also put a downer on making killbot.
i might try just using GM to load models and texture them (they're a little faster then the basic d3d_draw shape function anyway) and see how it turns out.
are you going to look into a 3D method for UW2? _________________ KILLBOT 3D
http://gmc.yoyogames.com/index.php?showtopic=463217&hl=
3D OLDY RPG
http://gmc.yoyogames.com/index.php?showtopic=418458&st=0 |
|
| Back to top |
|
 |
GuideBot Level 2 Voyager
Joined: 24 Mar 2010 Posts: 32
|
Posted: Wed Jun 09, 2010 2:02 am Post subject: |
|
|
| Do you mean turning a flat square polygon in to a model and drawing the model is quicker than just doing a draw_floor or draw_wall? |
|
| Back to top |
|
 |
unit Level 5 Hunter
Joined: 14 Mar 2010 Posts: 208
|
Posted: Wed Jun 09, 2010 9:20 am Post subject: |
|
|
using the particle dll yes. everything is faster that way.
using normal d3d, i'm pretty certain it handles models faster anyway. [we can confirm that over at GMC]
an objects 'mask' is always its sprite_index (or mask_index) handled as though top-down (i'm pretty sure you know that) but you could make a floor-model and draw that (rotated) for a shadow / mask (that would require a d3d_translation, so in the end i'm not certain which method is faster in the long run for normal d3d, but the particle dll certainly handles it faster for sure)
..i've been using tiles lately to draw a static shadow, they caneven move and scale, but not rotate :/
it's easier (codewise) to draw a black transparent sprite_index (image_angled) at d3d_depth(your ground level+1) for a ground shadow (you could also use image_xscale,image_yscale to cast the shadow further)
sorry for any confusion. the 3D people at GMC can clear it up. _________________ KILLBOT 3D
http://gmc.yoyogames.com/index.php?showtopic=463217&hl=
3D OLDY RPG
http://gmc.yoyogames.com/index.php?showtopic=418458&st=0 |
|
| Back to top |
|
 |
GuideBot Level 2 Voyager
Joined: 24 Mar 2010 Posts: 32
|
Posted: Wed Jun 09, 2010 7:21 pm Post subject: |
|
|
| Models being faster than a primitive is certainly counterintuitive! |
|
| Back to top |
|
 |
unit Level 5 Hunter
Joined: 14 Mar 2010 Posts: 208
|
|
| Back to top |
|
 |
Donovan9830 Level 4 Searcher
Joined: 13 Mar 2010 Posts: 82
|
Posted: Wed Jun 16, 2010 12:14 pm Post subject: |
|
|
Well, this is it at last. I'm pretty sure this is the final cut (yeah, I keep saying that)...
I still have to finish updating the site, but the demo's uploaded if anyone wants to try it out. Music, sound effects, a minimap, new content, faster loading, ...
It's prettier, and a bunch of small details.
http://www.simple-plans.com/Underworld_demo_102.exe
I just have to work up the nerve to press the red button :p _________________ OlderBytes!
Vintage Adventure / RPG - for MM I&II DM BT EOB fans. |
|
| Back to top |
|
 |
unit Level 5 Hunter
Joined: 14 Mar 2010 Posts: 208
|
|
| Back to top |
|
 |
Donovan9830 Level 4 Searcher
Joined: 13 Mar 2010 Posts: 82
|
Posted: Sun Jun 20, 2010 7:12 am Post subject: |
|
|
There's new content but the extra megs come from the music, mostly.
There's also a 2 min trailer for the downloadally impaired
http://www.youtube.com/watch?v=KVBXlVAeNog _________________ OlderBytes!
Vintage Adventure / RPG - for MM I&II DM BT EOB fans. |
|
| Back to top |
|
 |
unit Level 5 Hunter
Joined: 14 Mar 2010 Posts: 208
|
Posted: Sun Jun 20, 2010 11:25 am Post subject: |
|
|
nice. had internet problems tonight. got the download, but only just now.
i was able to recieve the d/l with no problems, and the filesize was not a problem [BUT] should you ever need to host a lite / heavy version of one of your games;
provide the 2 download links.
lite - sound files are (eg:) midi
heavy - sound files are (eg:) mp3
have the music files in your installed game directory.
make a BLANK sound file in your games 'sounds'
use sound_replace(); [or whatever it's called] to 'load' the required sound file into your game, then sound_play(filename);
i'm a bit sketchy on it, having only recently learned this method. the folks at GMC will clarify the procedure. i think you can also use this method with graphics resources also, should the need arise.
thanks for notification that UW was ready. i'll go try it out now.
have a good day, Donovan.
the save/load feature for use w/ the 3d particle system is currently waiting for tech. support from Icuurd (since i can't make any progress with it) so i started work on an RTS game. if i can't get it working in the next week or two i'll start developing a 3D RPG engine <without> using the 3d particle dll. when and if that happens, i'll still send a prototype 3D system to you, to see if you'd be interested in making UW2 or other RPG's in a 3D environment. (i remember you're not keen to co-develop, but from my own experiments, i think using straight 3D is a little easier than faking 3D in a 2D environment, i'll send the file for your perusal when it's fleshed out a little) _________________ KILLBOT 3D
http://gmc.yoyogames.com/index.php?showtopic=463217&hl=
3D OLDY RPG
http://gmc.yoyogames.com/index.php?showtopic=418458&st=0 |
|
| Back to top |
|
 |
Donovan9830 Level 4 Searcher
Joined: 13 Mar 2010 Posts: 82
|
Posted: Tue Jun 22, 2010 3:58 pm Post subject: |
|
|
Actually that's pretty much the method used for images. I tried with sound and didn't find it helped much. Being that it is quite easy to generate serious bugs with missing file errors that require lots and lots of testing to find, I gave up on it seeing little reward for the effort.
I don't see how it can help file download size. The music files have to be downloaded one way or another. I was hoping for loading time and game speed but neither were truly affected. _________________ OlderBytes!
Vintage Adventure / RPG - for MM I&II DM BT EOB fans. |
|
| Back to top |
|
 |
unit Level 5 Hunter
Joined: 14 Mar 2010 Posts: 208
|
Posted: Sat Jun 26, 2010 12:56 pm Post subject: |
|
|
ok no worries.
little bug report
guards near catacombs [sealed] entrance, after 'claiming' jewel reward(s) movement seems to lock up.. although i could move away with mouse wheel. also multiple 'Encounter' on that location.
^ similar issues with the Inn.
issues
Arena combat level 'C' too difficult. (i was able to defeat a small group of Croco-lisc to advance that quest/segment, but party members were k/o) ~~ unable to develop characters to sufficient level to fight arena level 'C' opponents, same problem with catacomb monsters (way too difficult while restricted on player levels)
some of the building walls (etc) do not draw properly, but it's barely noticeable.
it's difficult having enough money for training and keeping up with equipment, that was only achievable by constant arena battles & Inn battles.
fighting the undead in the catacombs is a pain in the ass, having to be blessed to damage them. they seem too powerfull compared to the gimped player characters. (you might want to remove that level cap?)
my machine gave a 'low memory' warning when i exit the game (this may occur during gameplay but due to fullscreen i didn't notice if that were the case)
i can't test this further, the catacombs are too deadly for these chars. i haven't been able to defeat a single enemy group in there, so i don't know if there is better equipment to be found in there either.
you may want to somehow provide improved equipment to the characters when they are expected to venture into the catacombs..? _________________ KILLBOT 3D
http://gmc.yoyogames.com/index.php?showtopic=463217&hl=
3D OLDY RPG
http://gmc.yoyogames.com/index.php?showtopic=418458&st=0 |
|
| Back to top |
|
 |
Donovan9830 Level 4 Searcher
Joined: 13 Mar 2010 Posts: 82
|
Posted: Sat Jun 26, 2010 5:40 pm Post subject: |
|
|
I've honestly been really hesitating with access to the catacombs. Removing the level cap means giving access to all the spells. Adding access to lvl 3 spells would make the catacombs much easier but leaves only 2 spell levels to discover.
Quite frankly sales were much better with a small demo. And no one's been complaining about the length - the point of the demo is to demonstrate the gameplay. No complaints about the game from customers either. However several have reported playing only occasionally. That being the case and knowing that it takes me 4-5 hours to complete Highnest + the catacombs, many would play the demo for weeks, maybe months before being faced with an invite to purchase. Being bled dry as I am now, it isn't a sensible option.
Currently I'm back to the no catacombs demo since yesterday & first sale in three weeks came in.
I do have criticism on the graphics though (RPGCodex did a newsbit after seeing the post Pierre Begue wrote on heroicfantasygames).
RPGCodex = bloodfest, but also some very constructive (yet brutal) criticism. So I'm back on the graphics some more (I had to calm down a bit first, I can be somewhat... warm-blooded at times.
I am NOT making the catacombs any easier. The fights can be won (even without level 3 spells) but require tactics. It's the whole point of the combat in UW - not being able to CTRL-A your way through it. Captain Roberts may require some luck, the vampire elder and the mummies are hard, but all of those are at fixed locations & exploring the rest allows players to gain equipment & level.
The game forces you to explore further as well as there isn't enough gold to level the whole party in the catacombs, highnest, or even the barracks. You can't just stay at the arena & safely play your way to lvl 12.
Level C arena isn't meant to be beaten straight off either, although it can be done with lvl 4 players & some luck.
There have been updates since you downloaded, and a couple fixes on the catacomb guard area so that issue is probably resolved. Corwin's been playing and reported that issue & a couple others on the forum.
I don't think I can further improve the memory usage. Unfortunately GM will be GM, and the reported RAM apparently isn't the only issue. It runs well on my 2003 PC though (XP), although it gives me lack of memory warnings as well. _________________ OlderBytes!
Vintage Adventure / RPG - for MM I&II DM BT EOB fans. |
|
| Back to top |
|
 |
unit Level 5 Hunter
Joined: 14 Mar 2010 Posts: 208
|
Posted: Sun Jun 27, 2010 11:31 am Post subject: |
|
|
hmm.. ok..
well i don't know what to tell you i've been playing these types of RPG's since the early 80's and the only things that ever beguilded me were the storyline and quest segments. (is there anyone on the planet who naturally figured out the quests for Wizardry 5?) also those games did not cap the levels of the characters, so i was able to power level them if needed (my tactic was to build chars to lvl 5 or so, and make small forays into deeper dungeon levels to get the better equipment, everything was simple after that, but i digress) ~ admittedly UW varies in some ways, but there seems to be something i'm missing.
i did notice upon gaining those few levels and upgrading the basic equipment, most mid-range enemies (bandits, rangers, drakes, etc) were doing less damage, and some attacks were even able to be blocked entirely.
a vigilante was always able to wipe the floor with my team, however (it's immune to magic?)
i did not try having the first 3 chars use 'block' for their combat action (this is the only 'tactic' that comes to mind) ..i was unsure of how you implemented a 'range system' when i noticed many attacks were going for char slots 4,5 and 6 (usually only the first 3 slots are attacked, this is why we put warrior types in those slots, with advanced monsters able to reach those in the rear) ~ would that be a valid 'tactic' for exploring the catacombs?
my first foray into the catacombs (alas, i remember it well) left me slightly bewildered at the monsters offensive capabilities.. further expeditions left me with the same impression. please get feedback from Hajo if possible.
it would have been nice to employ a 'sleep' or similar spell to incapacitate some enemies. especially those 'C' class arena battles.
well, that's about it.. that's my playtesting feedback, anyway.
the game looks a lot better now, some small improvements such as hovering tooltips for spells/items (eliminating the need for having to manually select descriptions) might also be well recieved. i don't see what the problem with the graphics is, but that's just me.
i enjoyed playing what i was able to navigate my way through, and sincerely wish UW and your future endeavours every success. i was pleased to meet you at GMC and find a capable RPG developer and i hope we continue to chat online for times to come.
Benny V.
now i'm all curious to see these 'reviews'
[edit]
i started work on a 'non-particle' 3D RPG engine last night.. using the knowledge gained while programming TSOL as a springboard.. i'm on my way to GMC just now to enquire as to why my 'swinging tavern sign' refuses to swing. ttyl.  _________________ KILLBOT 3D
http://gmc.yoyogames.com/index.php?showtopic=463217&hl=
3D OLDY RPG
http://gmc.yoyogames.com/index.php?showtopic=418458&st=0 |
|
| Back to top |
|
 |
Donovan9830 Level 4 Searcher
Joined: 13 Mar 2010 Posts: 82
|
Posted: Sun Jun 27, 2010 2:19 pm Post subject: |
|
|
I still don't get why you're having so much trouble down in the catacombs. Do your 1st 4 characters have armor? Lvl 4 is good enough.
Have fun with that engine, Benny V  _________________ OlderBytes!
Vintage Adventure / RPG - for MM I&II DM BT EOB fans. |
|
| Back to top |
|
 |
|
|
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum
|
|