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Work in Progress / Bildin' Bloks

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baxslash
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Posted: 30th Sep 2009 11:01 Edited at: 30th Sep 2009 12:44
@TheZachadoodle, don't worry I'm not offended.

Quote: "There should be more of a purpose in this game"

Maybe I should include a few more hints as it is not obvious what the purpose is but also please bare in mind it is not likely to be enjoyed by everyone. I remember a lot of people hating games like tetris (we all have our genre!).

The basic idea is to put as many blocks in the circle as you can before the time runs out. Then you get a shorter amount of time to knock as many as you can out of the circle.

You get points for each block in the circle in the first part and points for each block knocked out in the second part. You also get points deducted for blocks left in the circle after the second part.

The robot just wanders around randomly and has the potential for knocking your tower over (which can be a pain in the Part 1!). You can shoot him with the pea-shooter to knock him over for a while.

If you have any suggestions as to how I can make it less "boring" then I would really appreciate it?

As for making my own models, I intend to model my own stuff for this game once I have it at a stage I am happy with but thanks for the advise. I use 3DS Max mainly.
Here are some examples of some old work of mine:

...and

...more can be found here:
http://www.renderosity.com/mod/gallery/browse.php?username=frozentissue

Frankly I don't think it looks un-original to anyone who doesn't own FPS creator or uses these forums but the content was never intended to be final.
baxslash
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Posted: 30th Sep 2009 12:24 Edited at: 4th Feb 2010 22:05
Here is the latest DEMO:
[EDIT: Link removed on release of finished game!]

I haven't added everything in yet but Free-Build is in there and I've tried to cheer the room up a bit too!



Pre-fabs going in next!

EDIT: I just realised there is no way back to the menu from Free-Build mode...sorry. The workaround is to quit and re-start the game for now...

baxslash
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Posted: 1st Oct 2009 19:35
I have added pre-fabs!!

First you build your model up on this cardboard box:


Not sure why a cardboard box at this stage but it helped me get started!!

Then you can use the pre-fab as many times as you like!!
Caleb1994
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Posted: 4th Oct 2009 03:20
Hey i try to run it and it fails to run and sends me to nvidia driver download site. i know that means the drivers are out of date. but how do i check to see what product type and all that crap lol. i know nooooobbbb question.

New Site! Check it out \/
Plotinus
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Posted: 4th Oct 2009 11:33
Unfortunately I'm getting the same thing! My computer thinks my drivers are up to date too, so I'm not sure what to do.
Fallout3fan
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Posted: 4th Oct 2009 16:45
Quote: "Hey i try to run it and it fails to run and sends me to nvidia driver download site. i know that means the drivers are out of date. but how do i check to see what product type and all that crap lol. i know nooooobbbb question."

That was the same problem I was trying to talk about. It happend at the computer at my moms house but luckly I'm playing it on the computer at my dad's house. I think its not the drivers though.

Im a making a game soon..
Caleb1994
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Posted: 5th Oct 2009 02:39
Hmmmm weird :/

New Site! Check it out \/
baxslash
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Posted: 5th Oct 2009 10:38 Edited at: 5th Oct 2009 11:42
Sorry, I had a busy weekend and this is the first chance I've had to check the forums!

Quote: "Hey i try to run it and it fails to run and sends me to nvidia driver download site."


Seems like a lot of people with the same problem...

This is the download I used and it works fine for me on Vista:
http://www.nvidia.com/object/physx_9.09.0814.html

Did those of you for whom this didn't work try downloading the latest driver for your graphics card too?

@TheZachadoodle you got this working in the end after experiencing the same problem, what did you do? It might help others?
EDIT:
Quote: "I'm playing it on the computer at my dad's house"

Sorry I should learn to read properly!
baxslash
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Posted: 5th Oct 2009 11:48
There are some possible fixes on this page in the second post:
http://forum.thegamecreators.com/?m=forum_view&t=136151&b=30
but they may be a little out of date...

This would seem to be a problem with drivers but I am no expert on the PhysX drivers and/or related problems. All I know is that it works OK on two of my PC's running Vista (One moderately high spec the other not) and at least a few other people's computers. This suggests to me that it is either driver/hardware not up to spec.

I will try to get some further info on testing your current setup to get it working so hang in there and I'll do what I can!
baxslash
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Posted: 5th Oct 2009 17:29 Edited at: 6th Oct 2009 18:46
I just thought I'd post this quick screenshot of the game with "Bloom":


I think it looks great but the fps drop dramatically... I guess with Physics, Toon shading and my un-optimised programming it is not very surprising. Maybe I'll try it at home later but I doubt it will be included (sorry).

EDIT: I managed to improve this to a workable state which is promising! The only problem I'm having now is that when I load the Bloom effect and set-up parameters I lose "Pick Object". I have started a seperate thread for this but I'll keep this updated as it does look a LOT better with bloom!!
Fallout3fan
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Posted: 6th Oct 2009 03:08 Edited at: 6th Oct 2009 03:10
To me I think the amount of drivers should not matter cause the graphics only use a couple of simple polygons.

Maybe you could like edit it a little bit for everyone who does not have those drivers but instead has the capability to function the game.

Me personally might be a bit iffy about this and not know much about Dark Basic Pro to tell you the truth,
I never actually made a real game, besides some crappy code for pong that I got from a book I need to learn from.

Perhaps when I'm done making a Lego video I'll concentrate on it.

Im a making a game soon..
baxslash
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Posted: 6th Oct 2009 10:56 Edited at: 6th Oct 2009 11:07
Quote: "Maybe you could like edit it a little bit for everyone who does not have those drivers but instead has the capability to function the game."

Unfortunately in order to do that I would need to write my own physics system or re-write the whole game using another one, which to me seems a little like too much hard work!

All I'm asking people to do is to check their drivers/PCs are up to date which is all any game manufacturer would ask the user to do before purchase (They normally write a minimum specification on the back of the box).

I will try to find out what the minimum requirements are to run this game and post them so there is no confusion.

If there is a problem with my code I will try to fix it but other than that all I can do is ask people to download the latest drivers and make sure their system is capable of running the N-Vidia PhysX engine.

EDIT: Here is some further information:

GPUs supporting PhysX:
http://www.nvidia.com/object/physx_gpus.html

Driver selection page:
http://www.nvidia.com/Download/index.aspx?lang=en-us
baxslash
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Posted: 6th Oct 2009 19:30 Edited at: 4th Feb 2010 22:07
I have just updated the link with a new demo:
[EDIT: Link removed on release of finished game!]

Some general improvements to gameplay and Free-build mode is working a lot better now! You can also quit Free-build mode using "Q" and Pre-Fabs can be made and cleared from the "Magik Box" as often as you like.



Pre-fabs are added using the blok selector and you can change the pre-fab you want to insert by right-clicking (if you've made more than one).

baxslash
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Posted: 7th Oct 2009 11:33
@TheZachadoodle, I was just re-reading some posts for ideas and I noticed you said you were doing a "Lego video", sounds interesting!

I did a video with the lego model I posted earlier for a Uni project a few years ago.

Let me know what you think:
http://www.filefront.com/14673375/lego-finished.wmv/
C0wbox
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Posted: 8th Oct 2009 01:14 Edited at: 8th Oct 2009 01:15
@ baxslash
Hey, I finally got round to playing it. - I've been a bit tied up with other things recently. But yeh, I downloaded it and played only the freemode.

Here is my feedback:
The .exe needed an icon
The menu wasn't fluent enough - it kinda jerks from option to option, and freezes if u hold the left or right key down
The lighting and effects were good
The physics engine was well setup
There were plenty of useful objects
The mouse is positioned at the top of the window, not the centre, so if you right-click to rotate objects, it would right-click the window instead, and bring down an menu
The fullscreen didn't really work, because I had to maximize the window myself
The menu option titles were very out of the way at the top of the screen, so I didn't really know what the option was at first

Oh and there was this problem:

Which occurs in every physics engine I've seen for DBP, and I can't see a way round it

Other than that, I was very impressed with this project and enjoyed the polish and style it's recieved.

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baxslash
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Posted: 8th Oct 2009 10:33 Edited at: 8th Oct 2009 13:50
Thanks @C0wbox, great to get a full list of feedback and not just the negative!

The exe will have an icon eventually you are right!

I'll work on the menu to improve this, thanks.
EDIT:This is much more fluid now.

The effects are looking even better at the moment with bloom added!

I can't take any credit for the physics engine as it's DarkPhysics but thanks!

Glad you liked the range of objects (which will increase once the game is working right!)

I will be making the game fullscreen eventually so the mouse position will not matter... sorry though!
EDIT:I have the mouse position fixed anyway now.

I think I commented out the "maximise window" for de-bugging...
EDIT:Fixed.

I will re-position the menu titles to work better with different screen sizes!
EDIT:Fixed

As for the "Arch" shape it's gone now and has been replaced by a "Dome" shape, but I might still change that into a "Cone" to fit in with my "Castle-Mode" (in progress).

It's a shame you didn't try the game as it needs some input on the scoring system, whether it seems too easy/hard on the different levels... anyone?

Thanks again for your input!!
EDIT: As for the "other things" looks pretty amazing, I'm an NCsoft fan (City of heroes mainly)!
baxslash
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Posted: 8th Oct 2009 16:05
I'm very pleased to say I finally have "Bloom" working nicely!


Also I have edited the blocks a little and added two new un-lockable "Modes" (Blocks only at the moment but themed weapons and enemy AI to come).

Castle-Mode:


...and Fantasy-Mode:


...Sci-Fi Mode to come...
Profit
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Posted: 8th Oct 2009 17:23 Edited at: 8th Oct 2009 17:47
Quote: "C0wbox"

Ok, before I let you continue with this project, we need to clear up some grammar here:
"Recre" is not a word.


baxslash
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Posted: 8th Oct 2009 17:31
Where does it say "Recre"?
Profit
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Posted: 8th Oct 2009 17:40
Sorry, baxslash. The whole post was directed at C0wbox. He'll know what I'm talking about.


baxslash
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Posted: 8th Oct 2009 17:57
No problem! Thought I must be missing something!!
C0wbox
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Posted: 8th Oct 2009 21:18 Edited at: 8th Oct 2009 21:19
@ baxslash
I will maybe have another go at it this weekend if I get time so I'll try out the actual game mode.

@ Profit
Lol, Recre is a shortenning for Recreation.

I'm also not really proud of that project, and I've been attempting to Recreate Recre John, but I wouldn't call it Recre John or Recre Recre John because it just sounds silly now.

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baxslash
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Posted: 9th Oct 2009 13:51
I've added the Blocks and textures for Sci-Fi mode as well now:


Also I've added another block for castle mode for the turrets!


I still need to add some images to the block selector to keep it "in mode".
Inspire
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Posted: 12th Oct 2009 20:16
The game looks great, but personally, I think the bloom makes it a little washed out. Before, everything was nice and crisp. I still think the concept is really fun.

C0wbox
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Posted: 12th Oct 2009 20:41
I agree with Inspire. I hate bloom in any game, because it isn't a real effect. - (It only happens in very rare cases.)

Bloom has spoilt many a good game... (For example GTA4... - all the roads are yellow there is that much bloomin bloom)

baxslash
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Posted: 12th Oct 2009 22:25
Thanks for the input guys I'll have a think and try something else out I was considering. Not sure if I agree with you about GTA4 though, I think it looks incredible...
Inspire
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Posted: 13th Oct 2009 02:30 Edited at: 13th Oct 2009 02:58
I think GTA4 looks incredible, but some games definitely overdo it.

EDIT:

Just downloaded the demo, and here are some things I noticed:

- You should definitely fix the way objects are placed. As it is, it creates the object wherever you click, but that could be a wall across the room. This is incredibly disorienting. I would create it at the first collision less than a set distance, and if there is no collision, create it at the set distance, similar to the way forge works in Halo.

- The music I'm sure is a placeholder, because it sorta sounds like porno music. I had to turn my speakers down.

- You should choose a different bed than the current one. You could probably nab a decent normal bed out of FPSC if you want.

- The cartoon shader looks brilliant far away, but close up, you can see the planes. Are you using DBC?

- The alpha on the shelf isn't active.

- I would add a light fixture.

- When you mouse over something that is interactive, the cursor should change.

The demo was pretty solid though. I love the shelf menu, the high score list on the wall, and the save / clear system on the sign on the wall. That was awesome!

baxslash
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Posted: 13th Oct 2009 11:10 Edited at: 13th Oct 2009 16:54
Thanks @Inspire.

Quote: "I would create it at the first collision less than a set distance, and if there is no collision, create it at the set distance"

I agree, this would be a definite improvement. Consider it done!
EDIT: I just tried this and it is far more confusing... it's like you are telling it to place a block where you are pointing but it sticks it in mid-air (and still feels quite jumpy).
I'm going to think about another way, maybe the cursor changes when you can insert which must be under a certain distance away... ooh and maybe the cursor size changes depending on the pick distance... OK gtg try this!
EDIT2: Just tried the above and it works much better!!

Quote: "The music I'm sure is a placeholder, because it sorta sounds like porno music. I had to turn my speakers down."

I think I know the track you mean, I'll have another listen and try some other tracks out. I still have a lot of work to do on all of the audio!

I just wanted some fairly unobtrusive tracks that had a feel of the game (it's a shame that particular genre of film picked "wah wah" guitar as it's quite a cool sound). Personally I haven't watched enough porn for it to put me off these tracks but I can see why it might!

Quote: "You should choose a different bed than the current one. You could probably nab a decent normal bed out of FPSC if you want."

I did nab this bed from FPSC and this has been commented on in an earlier post. I will be re-modelling most of the objects in the room (and adding to them) when the game is ready!

Quote: "The cartoon shader looks brilliant far away, but close up, you can see the planes. Are you using DBC?"

No I'm using DBPro. I am using Evolved's toon shader. If there is a way to close the planes off could you please tell me as I haven't been able to achieve this using any shader (I tried quite a few in making this game!)?

Quote: "The alpha on the shelf isn't active."

Correct. This is a temporary set-up as I said. Actually I am just going to change the texture so it looks like a solid object anyway.

Quote: "When you mouse over something that is interactive, the cursor should change."

You mean like the buttons in free-build mode? If so then yes I agree, consider that done too!

Thanks again for your input!
Fallout3fan
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Posted: 13th Oct 2009 13:50
Quote: "porn"

Are there going to be boobies?

(Kidding)

----|I_/-..
----|o_\-*
Mhyess....
baxslash
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Posted: 13th Oct 2009 14:55 Edited at: 13th Oct 2009 14:55
No.

(Not kidding).
Plotinus
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Posted: 13th Oct 2009 22:25
I have to say I agree about the bloom. I don't really like bloom effects as they make me want to clean my glasses or blink a lot. If you do keep it, I think it should at least be a lot more subtle.
baxslash
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Posted: 13th Oct 2009 22:40
@Plotinus You seem to be in the majority.

I'll reduce the blur to virtually nothing but keep the tone as it definitely brightens the game up nicely!
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Posted: 14th Oct 2009 18:17
Downloading it now - it looks like fun & sounds like a good idea for a game. However, quick note on the scoreboard thing - I really like the way it's presented on the wall, but it would really annoy me if I was a kid playing this on hard and all my top scores got wiped off by a younger sibling playing on easy or something - possibly have different score boards for different difficulty levels.

"A West Texas girl, just like me"
-Bush
baxslash
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Posted: 14th Oct 2009 18:39
Quote: "it would really annoy me if I was a kid playing this on hard and all my top scores got wiped off by a younger sibling playing on easy"

If you score 100 on easy and 100 on hard the hard one sits above the easy but at the moment they could be wiped off by higher scores you are right!

I'll make an amendment. Hope you enjoy the game!

There are still quite a few bugs to work out and stuff to add (I'm adding a space-invaders mini-game to Sci-fi mode as we speak!)
baxslash
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Posted: 16th Oct 2009 18:05
The first "Mini-game" has been added:


Yes... it's Space Invaders Bloks style:


I know, highly unoriginal but I like it for novelty value!

Still two more "Mini-games" to write and lots of other bits and bobs...
C0wbox
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Posted: 19th Oct 2009 16:02
Ahh bloom

baxslash
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Posted: 19th Oct 2009 16:35
I think I'll leave bloom as an option in the video settings menu. Then I can only be damned for allowing people to make up their own minds...
C0wbox
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Posted: 19th Oct 2009 17:07
@ baxslash
xD Good idea

Aff, I keep meaning to try this game out again, but I've been so busy recently - this weekend was taken up with writing off my dad's car in a 4 foot ditch by a road while he was trying to teach me to reverse

baxslash
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Posted: 19th Oct 2009 18:14
Ouch... I bet he was pleased about that.
C0wbox
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Posted: 19th Oct 2009 21:31 Edited at: 19th Oct 2009 21:32
@ baxslash
No one is particularly angry or upset, it's just a matter of dealing with it now it's out the ditch and back at our house (170 miles away) xD

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Plotinus
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Posted: 19th Oct 2009 22:47
Wow - and that, I think, is why you should only take lessons from an instructor with a second set of pedals!
baxslash
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Posted: 20th Oct 2009 00:25
Oops...

Still, on the bright side at least it's not a Ferrari

One crashed into the lamp post outside my house last summer. The guy was out for a test drive...
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Posted: 3rd Nov 2009 16:52
Just a quick update;

I had been taking a break from this project in order to get an idea started for another projects (in WIP board called "Battle Bikes" for the time being).

I am now back on this project and have been working on the music (some of my own) and the scoring system.

The music will be quite different to the current stuff and I will post some samples soon to get people's thoughts.

The scoring system now saves three seperate scoreboards for EASY, NORMAL and HARD levels as well as a seperate one for each of the mini-games.

On the subject of the mini-games I am nearly finished with "Room Invaders" and will be moving on to the "castle" themed game next. It will either be a "Destroy the castle" catapult game or another retro style game (I'm thinking Pac-man/Donkey Kong/Breakout at the moment... ideas?)
zzz
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Posted: 3rd Nov 2009 17:27
@C0wbox:
Thank you, you made my day.

Ontopic.
@backslash:
It's starting to look really nice. It's a nice touch with those minigames.

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Posted: 4th Nov 2009 09:38
Attached is the first bit of background music.

I'm trying not to over do it and keep it all quite ambient. I'm still looking to add a little more to this one but it should give an idea of the atmosphere I'm trying to achieve.

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baxslash
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Posted: 4th Nov 2009 16:21 Edited at: 4th Nov 2009 16:22
I've more or less got "Room Invaders" incorporated into the game now (just a few minor bugs).

Below is a UFO that flies around in Sci-Fi mode randomly "beaming up" bloks:


...and here is a lazer you can use to shoot the Robot or your bloks depending on your mood. It knocks the Robot over or zaps your bloks into oblivion (this is fun if you zap blocks at the bottom of a tower!):
baxslash
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Posted: 2nd Dec 2009 12:48 Edited at: 2nd Dec 2009 12:49
Unfortunately due to time restrictions I'm going to cut this project back a bit...

The mini-games and mode-specific weapons will have to wait for the first patch as I am looking to finish this game by the new year.

EDIT: I've also re-named the game "Odd Blox"! Nearly forgot...

In the spirit of finishing it though I have fixed some more bugs and improved the "room" a bit. I'm working on gameplay and have also updated the loading screen (below):


Here is the updated room:


There will be a new demo coming out soon (before Christmas)...
baxslash
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Posted: 2nd Dec 2009 17:26
Just finished editing to add in "Timer based movement" for camera movement, block placement, robot movement(including animation) and DarkPhysics timing... phew...

All seems to run well now in various viewing modes (also just added). It's now possible to toggle; Shadows, Toon FX and Bloom as well as edit screen resolution and depth. I just need to add it into the menu so the user can edit it "in-game" as well as in the initial set-up on install. A restart of the game would be required of course but at least it will work well on older machines now!

It will still be possible to get very low FPS if the user adds LOADS of blocks into the game but that should be fairly obvious right?

Anyway I was thinking of capping the number of objects it's possible to add... comments on this would be appreciated?
Outscape
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Posted: 2nd Dec 2009 18:36
the best part of this game is the text, i have to admit i want to play just seeing it, very colourful and comical =)

i also realy like the concept, keep it up =)



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Posted: 2nd Dec 2009 19:33
the game is pretty good! =D

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