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DarkBASIC Professional Discussion / Call for DBP Games for publishing into the Intel AppUp Store!

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RickV
TGC Development Director
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Location: United Kingdom
Posted: 8th Mar 2010 22:30
Hi all,

I have been out on business today so delayed a bit in replying. Feedback is below for your recent comments;

@dummy_head - I played the game today. You would need to make it work in the correct res for a netbook. I think the asteroids rotate a little too fast - would be better to rotate them based on their movement speed. Tidy the game up and give it help sections etc. I think it should be a FREE game to give it chance of winning some money.

@Tekklar - If you have a working paypal account then we will be able to pay you.

@RUSSIA - I would advise no, avoid shaders for simplicity to ensure games can be released problem free.

@Monk - I got the game but have had no time to play it. If you can send an exe in a zip then I can quickly play it. I don't tend to use DBPro much (as I'm the business guy).

@World Class Multimedia - Your idea sounds fine. Intel do have different categories (just download the AppUp store and see).

@TuPP3 - I still have to check with Lee but I think you should be OK. I played the demo and it looks promising. I've seen that backdrop before, is it (c) someone else?

I will be away all day Tuesday. I'll catch up with you all Wednesday.

Cheers,

Rick

Financial Director
TGC Team
[Check out Jed McKenna - http://www.wisefoolpress.com/]
TuPP3
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Posted: 8th Mar 2010 23:01
@RickV
Oh I forgot to mention that the "Skybox" texture is from EVOLVED examples, I have just used it for testing and forgot to change it.

No intentions to leave it in the completed game
Other than that texturing, modelling and coding is mine.
But Newton physics ofcourse

I'll start making some user interfaces just in case Newton is allowed, I hope it ran 60fps? I have some stuff I could take away for performance boost.

Thanks
The Slayer
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Playing: (Hide and) Seek and Destroy on my guitar!
Posted: 8th Mar 2010 23:34 Edited at: 8th Mar 2010 23:37
Sorry, wrong post. File did'nt upload. The file (my game) is to big. I'll first have to shrink it a bit.

Cheers

Slayer rules!!! Yeaaah, man!
Morcilla
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Posted: 9th Mar 2010 18:34
Quote: "Can I use shaders for the application? 1,2,3 version ?"


According to Intel, shaders are recommended:

Quote: "Shader: Use Programmable Shaders

If given the choice between a programmable shader and a fixed function, choose the programmable every time. In addition to being deprecated on the Intel 3/4 Series GMA, they tend to be more flexible and efficient."


Your game will look better and it will have more chances to succeed.

This is the source link:

Optimize Your Game For Intel Integrated Graphics Adapters
Quote: "The target audience of this post are ATOM developers who want to squeeze more performance out their game on the netbook platform. "


It seems that what we would need here is more people with Atom netbooks, so not all testing relies on Rick.

RickV
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Posted: 10th Mar 2010 12:52
@TuPP3 - Lee says "Sure, newton is a free DLL for commercial purposes last I looked. Users can also use the IanM DLLs too."

@Mocilla - thanks for putting me right. Lee says "they should keep them as optional, as some netbooks will not have fancy graphics chips, and they should not expect more than PS2.0 to be safe."

NOTE: We will need games ready by the 22nd March to ensure we have time to submit them.

Rick

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Morcilla
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Posted: 10th Mar 2010 13:22
Rick (or anyone else with an Intel Atom near ),

I attach 3 hardware tests to be run with the Atom. They are:

- Stencil GPU shadows support
- Stencil CPU shadows support
- 3d sound support

Could you please run them and confirm that they do not raise an error?
In the case of the 3d sound, apart from no crashing, the 3d sound must be heard.

Additionally, I would need a little shader testing with my program. I would appreciate it if you please download and install MPL3D Solar System:

http://dc112.4shared.com/download/160778420/5a5fb3cd/MPL3D_Solar_System_v12_EN-ES.msi

- Enter "CONFIGURATION" in the main menu.
- Go to the second screen (click bottom right arrow).
- Set "DX Effects" to "All" (right side, almost bottom).
- Go back and "Accept" changes.
- Run the simulation ("START").

-->Now please tell me if the space background color is green or black (no joking!)

Additionally pressing X (capital x), you could see the frame rate printed in upper left corner, that would help us to know the overall performance.

Of course please inform if there is an unexpected crash.

I do not have any other chance so far to do a hardware test. I think that they could help anyone around, by letting us know if certain kind of things are problematic. Many thanks in advance.

RickV
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Posted: 10th Mar 2010 15:40
Hi,

The main program started to show "Memory low" while it was loading in the assets.

Frame rate was only around 4/5 - too slow for me. Are you using exclusive mode?

The Free Trial/ Buy full screen is cropped at the base of the screen by the Windows toolbar.

The full game with the dx effects on did show green.

With the hardware tests only the 3D sound test worked for me. The others just crashed before they started. "DBPro Project has stopped working

Rick

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[Check out Jed McKenna - http://www.wisefoolpress.com/]
Morcilla
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Posted: 10th Mar 2010 16:43
Rick,
in short, thank you so much for that valuable information.

Quote: "The main program started to show "Memory low" while it was loading in the assets."

That message appears when the system free memory goes below 150Mb.
The program consumes around 400Mb with the basic configuration.
I'll try to reduce the items being loaded.

Quote: "Frame rate was only around 4/5 - too slow for me. Are you using exclusive mode?"

The program runs in windowed mode, but I think that the main bottleneck is the 'Atmospheric shader' that can be reached from the running program menu bar->Visual Options->DX Effects->Atmospheric shader'.

Quote: "The Free Trial/ Buy full screen is cropped at the base of the screen by the Windows toolbar."

Oh that's not a problem since the current purchasing interface won't be the same in the Intel store.

Quote: "The full game with the dx effects on did show green."

People should keep an eye on their custom shaders, as obviously there can be some problems, but most of them should be working straight.

Quote: "With the hardware tests only the 3D sound test worked for me. The others just crashed before they started. "DBPro Project has stopped working"

Stencil shadows: Fail.
3d sound: Pass.

Thanks again

flashing snall
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Posted: 11th Mar 2010 03:13
Eek, this looks like an awesome thing to get in on. Starting now, Ill see if I can make that deadline...

Mnemonix
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Posted: 11th Mar 2010 07:56
Rick - I had a look at converting Space Aliens From Space, but because I coded it so badly even a simple change such as the resolution will take several days and throw up all kinds of problems. I have started work on a new title that I am going to work night and day on to get finished by the 22nd of March.

Mnemonix
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Posted: 11th Mar 2010 11:09
Is it at all possible that the GDK be used for any of these games? Switching to the GDK now will not cost me much in lost development but it will save me a lot of time in the near future.

RickV
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Posted: 11th Mar 2010 11:13
@Mnemonix - yes you can use GDK. We are converting some of our iPhone apps over and they will be using GDK.

Rick

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smith33jast
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Posted: 11th Mar 2010 11:49
Hiiiii...to all.How are your guys!!!!

RickV
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Posted: 11th Mar 2010 12:33
One warning re using GDK from Lee;
Quote: "
Bottom line is DGDK is statically linked, and Intel SDK requires dynamic linking with Shared MFC (not good combo). The solution is to use the APPUPDLL.DLL found in the last newsletter and load this at run-time, performing the same calls as demonstrated in the APPUPEXAMPLE program. I did this successfully with FPS Creator for AppUp, and it worked a charm."


Rick

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hexGEAR
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Posted: 11th Mar 2010 16:43 Edited at: 11th Mar 2010 17:07
Hi Rick,

Can you check out our game; Call of the Dragon.

Website Link
Forum Post Link
Download Link (74.9MB)

Please let me know if it qualifies.

Regards,
Samuel

RickV
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Posted: 11th Mar 2010 17:10
Hi Samuel,

Are you sure you can use this game? ie Is this game copyrighted by someone else?

Rick

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Morcilla
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Posted: 12th Mar 2010 10:13
Quote: "The solution is to use the APPUPDLL.DLL found in the last newsletter and load this at run-time, performing the same calls as demonstrated in the APPUPEXAMPLE program."

I'm afraid I cannot find that link
Already emailed Lee asking for it, however if someone knows where are those files...

RickV
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Posted: 12th Mar 2010 12:17
Hi Morcilla,

The file is here;

http://files.thegamecreators.com/AppUpForDarkBasicPro.rar

Rick

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Morcilla
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Posted: 12th Mar 2010 15:37
Thanks!

Morcilla
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Posted: 12th Mar 2010 19:52
Here is a little guide for DGDK programmers:

Creating Your AppUp Application In DGDK

However I do see a technical problem here: Both DBPro and DGDK programs using APPUPDLL.DLL, fail to properly exit.
They stay in the taskbar once the program has been finished, and windows says the usual 'This application has stop responding.'

Does that happens to anyone else?

dark coder
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Posted: 12th Mar 2010 22:45
Quote: "Bottom line is DGDK is statically linked, and Intel SDK requires dynamic linking with Shared MFC (not good combo). The solution is to use the APPUPDLL.DLL found in the last newsletter and load this at run-time, performing the same calls as demonstrated in the APPUPEXAMPLE program. I did this successfully with FPS Creator for AppUp, and it worked a charm."


This is very wrong, the SDK doesn't even come with dynamic libraries, nor does it require MFC, the demos don't even use it.

I was unable to get GDK to compile with the SDK using any of the official builds, but when rebuilding GDK using sane settings I could compile it just fine, the only problem is that I don't seem to be able to even initialize the SDK's Application class under Vista. I know the official site doesn't say Vista is supported(for the client at least), but this makes testing kind of annoying.

TuPP3
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Posted: 12th Mar 2010 22:53 Edited at: 12th Mar 2010 23:00
My only worry at the moment would be the performance of those Atom netbooks, if RickV, or anyone with these Atom netbooks has time to test the enhanced version of my game.
What I mostly changed is that now there is settings that are stored in "Settings.ini" text file and they can be changed from there.
I will make user-interface options menu to the final release.
I added main menu, but only Play and Exit are working atm.

Sensitivity is now set for touchpad, which had to be 6 times faster than PC mouse for fun gameplay. I also added automatic player change so you don't have to use mouse buttons to change it.

AI is now bit slower and hits with less power, for netbook users.
All these settings including AI and graphic options can be modified from the Settings.ini.

I have been testing this with my laptop, without AA and Vsync it runs 40-50 fps, which is very playable, with AA it goes under 20fps. I wonder how these netbooks run this and is it possible to have AA enabled and maintain 30-60 fps.

Ofcourse anyone else with PC or laptop can test it too and give some opinions
(Resolution and options are default set for notebook(1024x600))
Thanks
Van B
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Posted: 13th Mar 2010 00:10
Just tested it on an Acer Aspire One.

Runs perfectly smooth, no slowdown at all.

It crashed twice though, before I could get it to run because Zone Alarm popped up - which is my problem, but really it has to be you that provides the solution.
Whenever a DBPro app is minimised or another process takes presedense, it will shed it's media, causing a crash on the next sync. I got around this by adding a check, to see if a known image exists - if I sync and the image is gone, then I load all the media back in again, through a function. This is a chore, but it solves so many possible bugs and issues that it's a no brainer. The chore will actually make your app very robust, you can minimise it, run task manager alongside it, switch to other processes, and your app won't crash. It's vital, and everyone should try and do the same.

One other thing, there might be some performance leftover to hand back and save on processor power. SYNC SLEEP does not work. I suggest adding this line before the main loop:

load dll "Kernel32.dll",1

Then before your sync in the main loop:

call dll 1,"Sleep",wtime

This will pass back wtime cycles to the processor, the more you pass back, the lower the processor usage and better battery usage you'll have. 5 cycles might be a good value. What I did was afforded my game 15 cycles, then anything left over +1 gets passed back with the sleep call, this brought the processor usage down to 30, my game has lots of sprites and 2D stuff, so it's not skimping, and the Netbook is coping very well.

Some feedback on the game itself...

I think it could do very well, it needs to flow right for the touch pad control. I think that you should just move all the players at once, as the ball went out of play and I could'nt figure out how to get it back, felt like I should just be able to move all the players. The other thing is inertia - if you can get it so you spin the players then that would be a very neat control, like slide the player on Y axis, then on the X axis, check the last movement, so when you slide across and lift your finger it spins the players. With that I think it would be very cool, more responsive and natural, keep the ball moving and allow the player to do some cool spin kicks.
I'm not a huge fan of the front end, it's all effective and works, but I think that a simpler 2D menu would be better, the screen on a Netbook is tiny, so it's best I think, to have defined visuals, like borders around text in menus to add definition. Keeping it simple and solid colours, anti-aliased but kinda sharp still, that's the look that I think works best on the Netbook.
Newton seems to run very nicely, all in all it's very smooth and with just a little polish it's something I wouldn't be disapointed in paying a few bucks for.

If you want some more feedback, and netbook testing - feel free to email me new .exe's and I'll test them out.


Health, Ammo, and bacon and eggs!
Mnemonix
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Posted: 13th Mar 2010 10:17
Quote: "Whenever a DBPro app is minimised or another process takes presedense, it will shed it's media, causing a crash on the next sync. I got around this by adding a check, to see if a known image exists - if I sync and the image is gone, then I load all the media back in again, through a function. This is a chore, but it solves so many possible bugs and issues that it's a no brainer. The chore will actually make your app very robust, you can minimise it, run task manager alongside it, switch to other processes, and your app won't crash. It's vital, and everyone should try and do the same."



This is annoying, especially for people who are using any kind of dynamically generated media, but I agree and it is important. I have a class that handles the loading and checking of my media.


PS. Happy Birthday VanB

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Morcilla
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Posted: 13th Mar 2010 11:02
Quote: "the only problem is that I don't seem to be able to even initialize the SDK's Application class under Vista. I know the official site doesn't say Vista is supported(for the client at least), but this makes testing kind of annoying."

Yes, well you got it, Intel SDK only works on Windows XP and 7.
I've seen similar reports at the Intel forum and they say strictly -no- Windows Vista.

Good news, Intel has expanded the range of prize categories, and expanded submission period for the new categories (until August 16, 2010):

Quote: "The quest for groundbreaking new netbook
applications continues!


Intel's global competition for breakthrough netbook applications is back for 2010 with larger rewards and an expanded range of prize categories!

More Categories—Bigger Rewards

• Best-of-Category


• People's Choice


• Most Innovative Application


• Most Elegant Application Design



Seize the opportunity to showcase your development skills and creativity, get recognized, and potentially win tens of thousands of dollars (USD), a 2011 Chevy* Volt*, or even a complete application marketing campaign.

How to Enter

• Step 1: Join the Intel® Atom™ Developer Program to access everything you need to develop and sell netbook applications to millions of netbook users. Plus, the $99 yearly fee is waived for a limited time!


• Step 2: Upload your application to the program and enter the Intel® Atom™ Developer Challenge.



Submissions accepted from March 9, 2010 until August 16, 2010. But prizes will be awarded throughout the Challenge. So the earlier your application is entered, the more prizes it will be eligible for. Enter today!"


For complete details and to get started, visit:

appdeveloper.intel.com/challenge

TuPP3
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Posted: 13th Mar 2010 14:58 Edited at: 13th Mar 2010 15:10
I couldn't wish for better feedback VanB, you brought exactly up some things that have been bothering myself, like the main menu. I wasn't happy with that either but I haven't done any 2D in DarkBASIC so I kind of took a shortcut there, but as you said I'll definently need to go for simple 2D menu.

The minimizing problem has been an issue for me too, I need definently fix it, as many players like to minimize the game many times and continue where they left.
I'm having some problems with the newton assinging to new objects because I haven't used static object numbers but temporary free object method, but I think I can make it work
I noticed that sounds, effects(shaders), dlls and newton physics aren't cleared when the game is minimized.
I need to find a way to create all players again and assing them back to the physics, or the other way around and clear the physics and make all from scratch.

How about the Kernel32.dll, is it allowed to use in this project? I think it is (c) Microsoft? I succesfully implemented to the game now, value 15 seems to be perfect to keep 55-60 frames, many thanks for that tip, will be very useful for netbooks.

About the player inertia, it is actually in deafult without friction, but I inserted it to it so player would have better control for the players, like performing one timers and such tricks
I will add option to keep them spinning, that might be more suitable for touchpad.
Probably best that when finger is on the touchpad, players are "firm", and when finger is swinged and taken off, players maintain spinning.

I need also to add automatic reset to a dead ball situation, or morph the play field a bit more so it won't get stuck.
R is to reset the ball manually

Thanks VanB, I appreciate really much for your feedback and I got some great advice there! I got to apply those changes now
Van B
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Posted: 13th Mar 2010 15:06
No worries, look forward to playing the revised version. What might be an idea is having a 'tilt' button, maybe bashing the space bar shocks the table and sends the ball moving again. Might keep the flow nice as resetting the ball should be a last resort.

I'm using Kernal32, and it works in XP, Vista, and Windows7 - so there's no problem with that.

Mnemonix, thanks . To celebrate, I'm erm, working on my Netbook game.


Health, Ammo, and bacon and eggs!
Mnemonix
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Posted: 13th Mar 2010 16:36
What are you making Van B?


I still have a ton of things to do. I'm doing a game which is a selection of casino card games.

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Van B
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Posted: 13th Mar 2010 18:02
I'm making the worlds prettiest Sudoku game, Netboku!. It's gonna make me rich . Nah, hopefully there's a few Sudoku fan, Netbook owners out there.


Health, Ammo, and bacon and eggs!
Mnemonix
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Posted: 13th Mar 2010 19:34
That is what I am thinking, Video poker and blackjack has GOT to work.

I think the main battle in this is just making sure it looks nice enough and flows nicely.

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BanditoWalrus
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Posted: 13th Mar 2010 23:33
I'm new to DarkBASIC, switching from making games in Visual Basic (which takes forever), but I've got a small game you can use if you want.

http://banditowalrus.com/MahLazer.htm

Sane is Boring.

BanditoWalrus.com
TuPP3
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Posted: 14th Mar 2010 15:42 Edited at: 14th Mar 2010 18:49
Whoa, you got there 5 sec video of 110mb! I suggest compressing that or changing it to sprites as it has only few frames.

I couldn't play the game though, my FPS was somereason under 1 so it was unplayable

Btw. anyone that is going to fix the problem when you minimize the game I have some tips for you.

Find the first object that is used in loop, then use this:

I have my object loaded at the start by subroutine so I can just execute it another time when game is returned.
Also, why I have delete effect there? If you have some effects(shaders) in your game that use any images(normal mapping, cubemapping), you will encounter problems with them if you don't delete and reaload them.

As far as I know, only 3D model files(would it be loaded or created in DB) and images are unloaded, other files such as sounds and effects are retained.

I was able to make my game fully recoverable after minimized, but I'm having this problem that when you press windows key(or minimize it any other way) it will minimize fine, but after recovered and minimized again, the game will overlap everything and won't minimize, but thing under it will flash(like taskmanager).
Really unpractical if someone has to interrupt the game second time, they must termnate it fully.
SoftMotion3D
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Posted: 15th Mar 2010 12:54 Edited at: 15th Mar 2010 13:18
Does this need to be a game submited?

you called it the appup store....?

I could have Qmidi 3 Done by then i think.... and yes it runs on my net book 1024x600 res

You can find the thread in the music forum board.....its not done yet and its just an early release beta. Again i could push to have this done by the end of the month if you think it might pass?

EDIT:
Actualy i will pass.... if i spend more time on it and dont rush anything this may become a sellable product. I will submit it to you when its done since i see you have no music editting software listed on your site

Development & Editting
Mnemonix
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Posted: 15th Mar 2010 12:55
Just to clarify the situation, I have a number of queries.


Assuming that i am publishing through TGC:

1. I have the freeware version of the GDK. Will this be an issue?
2. Regarding the Appup code integration. Is this something that is going to be handled by TGC or by me, and if so is there any special requirements for going about it so TGC can use my software.

I am just looking for clarification of a couple of points so I can take these into account over the coming week.

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RickV
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Posted: 15th Mar 2010 13:21
@Morcilla - Lee wrote back to me about your comment;

Quote: "In C++, you must use LoadLibrary to load the AppUpPlugin.DLL and then use CloseHandle after the authentication before you leave the program. I have successfully used this method in C++ to wrap the FPS Creator software for AppUp and it exist fine, and was approved by Intel."


Rick

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Morcilla
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Posted: 15th Mar 2010 16:21
Rick,

thanks for keeping the track.

Lee, if you are around:

Don't know how to use 'CloseHandle' with a HINSTANCE variable. It raises and error. According to msdn:

Quote: "Remarks
The CloseHandle function closes handles to the following objects:

Access token
Communications device
Console input
Console screen buffer
Event
File
File mapping
I/O completion port
Job
Mailslot
Memory resource notification
Mutex
Named pipe
Pipe
Process
Semaphore
Thread
Transaction
Waitable timer"


Right way to unload a dll is using 'FreeLibrary', according to this msdn example:

Using Run-Time Dynamic Linking

FreeLibrary Function reference

The current c++ DGDK/Intel SDK template is published here:

Creating Your AppUp Application In DGDK

It does call 'FreeLibrary' after calling the dll function.
However it still stays in the taskbar once the program has been finished, and windows says the usual 'This application has stop responding.'

I'll post there all regarding this issue to see if someone knows about it.

LeeBamber
TGC Lead Developer
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Posted: 15th Mar 2010 17:05
Hi Guys,

Just pitching in some technical help for those struggling with the final hurdle. Below is the code I have copied out of the NETBOOK version of FPS Creator interface (with some security info obfuscated). You may be right about the FreeLibrary issue, but it works all the same in FPS Creator, and it was approved by Intel:

if ( g_bIsNETBOOKVersion==true )
{
//ADP_APPLICATIONID myApplicationID = {{ 0x11111111,0x11111111,0x11111111,0x11111111}};
HINSTANCE AppUpHandle = LoadLibrary(_T("appupplugin.dll"));
if ( AppUpHandle )
{
typedef int (*pApproveAppType)(int,int,int,int,DWORD);
pApproveAppType pApproveApp = (pApproveAppType) GetProcAddress( AppUpHandle, "?ApproveApp@@YAHKKKKPAD@Z" );
if ( pApproveApp )
{
LPSTR pMyPassword = "your own special password"; // response is XanswerX
int iGUID1 = 0x11111111;
int iGUID2 = 0x11111111;
int iGUID3 = 0x11111111;
int iGUID4 = 0x11111111;
//iGUID1 = iGUID2 = iGUID3 = iGUID4 = 0; // debug mode (use Atom Dev SDK client test BAT)
int iReturnValue = pApproveApp ( iGUID1, iGUID2, iGUID3, iGUID4, (DWORD)pMyPassword );
if ( iReturnValue!=XanswerX )
{
CloseHandle ( AppUpHandle );
return FALSE;
}
}

// finished with appup DLL
CloseHandle ( AppUpHandle );
}
else
{
MessageBox( NULL, _T("Failed to find appupplugin DLL"), _T("Error"), MB_OK );
return FALSE;
}
}

If the application is 'lingering' it might actually be nothing to do with loading the DLL, and due to some other part of the program (maybe you have created threads or still have a part of the system locked)?

The issue about using full screen exclusive and then having to re-load your assets when the user toggles out of the application has been perfected by VanB who I am sure will be pleased to help showing you how to solve this in code. Remember DarkGDK users will also have to handle the re-loading of their assets if they choose full screen exclusive. I personally prefer the full desktop windowed mode as it retains the ability to alt+tab to other applications, and avoids that big resolution switch that wipes out all your media. Typically though full desktop windowed mode should be used when performance and smooth refresh are not critical.

If you have any issues leading up to the 22nd March deadline, best to post your questions here, and then email me the link to this forum thread so I can respond specifically to your question but for the benefit of the community. Good luck with your projects, I appreciate it's not much time to get things 100% ready but we will help where we can

I drink tea, and in my spare time I write software.
Morcilla
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Posted: 15th Mar 2010 20:22 Edited at: 15th Mar 2010 20:27
Lee,

thanks for your support.

Quote: "Below is the code I have copied out of the NETBOOK version of FPS Creator interface..."

Thanks a lot for the example. You better watch out because running it from the compiler (VS 2008) raises this error:



at 'CloseHandle ( AppUpHandle );'

However if you run the compiled program, it doesn't show any error, but the program doesn't close right when the ATDS client is running.
Whole VS 2008 project using your code attached in next post.

Quote: "If the application is 'lingering' it might actually be nothing to do with loading the DLL, and due to some other part of the program (maybe you have created threads or still have a part of the system locked)?"

I agree, but the project template just loads the dll and nothing else.
Besides, anyone can try with the APPUPEXAMPLE program, it doesn't close on exit here. Please note that Intel ATDS client must be running (you have to install Intel SDK and 'Start ATDS').
Press 'Enter' until the program 'exits' (it will pop up again in the windows bar after gone).
Please can anyone give this a try?

Quote: "I appreciate it's not much time to get things 100% ready but we will help where we can"

Indeed, although I'm sure that the .dll problem can be treated at the very last moment, just before creating the .msi file, if any problem arises with the Intel validation, then it could be just too late.

Morcilla
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Location: Spain
Posted: 15th Mar 2010 20:26
Project from previous post attached (Lee's code two posts above).

Benjamin
22
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Location: France
Posted: 15th Mar 2010 20:40
As already correctly stated by you Morcilla, the correct way to unload a DLL is using FreeLibrary. You should not use CloseHandle since it's not a kernel object.
LeeBamber
TGC Lead Developer
25
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Location: England
Posted: 15th Mar 2010 21:01
And what happens if you use FreeLibrary instead, does it still 'linger'?

I drink tea, and in my spare time I write software.
The Slayer
Forum Vice President
15
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Playing: (Hide and) Seek and Destroy on my guitar!
Posted: 15th Mar 2010 21:27
I have a question, and to me (and maybe to others too) it is a very important question, so I hope someone can answer it.
I'm currently unemployed, and I'm trying to get my game ready for the Intel-contest, which I make in my free time (as a hobby), to get it sold eventually. So, my question is: am I allowed to participate to such a contest where lots of money can be won or earned? Is winning money or earning money from your hobby considered as working or not?

Cheers

Slayer rules!!! Yeaaah, man!
TuPP3
18
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Location: [+--]FINLAND
Posted: 15th Mar 2010 22:59 Edited at: 15th Mar 2010 23:02
Quote: "am I allowed to participate to such a contest where lots of money can be won or earned? "


I believe this specific contest is free for all?

Quote: "Is winning money or earning money from your hobby considered as working or not?"

I'm my opinion it is not working, it is doing hobby and participating in contest.

Okay, so do we have to do those AppUp activating by ourselves if we are participating throught TGC, or do you guys do it?
I haven't tried it yet but I've downloaded the softwares and got my code approved.(?) I though the activation was only when you enter by yourself.

How about the revenues then(not that I would expect to win, but just in case ) Finland is not in the Intel list and they cannot pay here because of the taxes, but if I enter throught TGC, are you able to pay me, e.x. by PayPal?(Maybe bit unoffically though ) My game would be free to play anyways, but doesn't the Intel give some 500$ awards?
The money would end up to expasions in DarkBASIC anyways, I have my eyes on the DarkNET to implement online playing to my Foosball game

Btw. I have a preview of my new menu, this is actually first real menu I've made, I'm really bad at designing menus, I just can't keep them simple.

I'm going to center that table rotating around at that background, it's not ready yet.
flashing snall
19
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Location: Boston
Posted: 16th Mar 2010 01:23
Just wanted to check back in. I said I was going to try and get a game in. Progress so far is good!

its a snake clone.
http://www.youtube.com/watch?v=9NCW3ajYSY8

Morcilla
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Posted: 16th Mar 2010 10:42
Quote: "And what happens if you use FreeLibrary instead, does it still 'linger'?"

Yes. But only if the .dll call succeeds (ATDS must be running).

DJm
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Location: Portugal
Posted: 17th Mar 2010 15:09
Hi,

I just want to let you know I will be submitting a game soon.
Since I read this post I started work on a project specificaly designed with the criteria you mentioned.

I think it's a winner.

I've been working round the clock to get it finished in time.

I've made all the graphics myself, so no problems with copyright etc..

It will use keyboard only, will have an active volume control and an auto save feature.

The deadline is the 21st, yes?

No good deed goes unpunished!
Van B
Moderator
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Location: Sunnyvale
Posted: 17th Mar 2010 15:51
Looks cool DJm, shame the reels aren't a little chunkier IMO, but it looks neat, and is definitely the sort of game that people want - the budget game market used to eat these bandit games up. I think that chunky (wider) reels are more retro looking, like older gambling machines, the reels should be the centerpiece of the screen I think.


Health, Ammo, and bacon and eggs!
DJm
15
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Location: Portugal
Posted: 17th Mar 2010 16:59
I agree but with the wierd dimensions given 1024x600 there was not much room for all the other features I needed so the graphics had to be quite small.

I have made them super high resolution though so you can easily see what's what without straining your eyes.

I've spent a lot of time on the reels, they bounce and spin really smooth.

It's packed full of features.

There will be a high score, basically you start with $10 each time and what you win will be banked and when your $10 is up the bank becomes the high score.

In the safe when you get Gold Rush there will be mini games to win money, like Cash Invaders, Find the Lady, Scratch N Match and a gold mine game. Hope I have time!

No good deed goes unpunished!
Van B
Moderator
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Posted: 17th Mar 2010 17:17 Edited at: 17th Mar 2010 17:25
Cool, was gonna ask if you have effects like that - adding that stuff is my favorite aspect of game development, little effects that lift it up, make it more tangible, it's a great buzz when it all works how it should for the first time.
Mini games sound great, and if you can get a few in place then that will keep people playing, they'll want to see all the different games and maybe even master them all. Sounds like a good and fair way to split up the games, try and turn the $10 into as much profit as you can - it means people won't be playing for decades, which cheapens high scores. The $10 spend limit should keep things a lot fairer I think. As a kid, we'd all play these games, I mean a trip to the local arcade for me was a family day out, it's the norm to challenge people at games like that - and the $10 limit is perfect with that in mind.
Imagine 2 people sitting in the back of a car, taking turns to see how much they can score. That's a big chunk of our potential market right there - these Netbooks are compact enough to go anywhere, car trips, trains, holidays etc, so compartmentalized gameplay like that is a great idea IMO.

Preaching to the choir I know, but it is good to see a lot of thought going into these projects, the more thought that goes in, the more cash that will come out of this I think.


Health, Ammo, and bacon and eggs!
DJm
15
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Location: Portugal
Posted: 17th Mar 2010 17:29
Thanks.

That's the idea I have exactly, to make it really addictive and to make it competitive.

Mixing in some arcade games for extra fun too.

There will be a real element of skill involved to make it rewarding, and of course, a lot of luck!

My girlfriend has let me devote all my time to this game, I am currently working 15 hours a day, every day on this.

So far, I have finished the reels, the feature trail with the bonus number (4) giving 5 chances to advance the trail with add again, respin, numbers in view, skill stop and random stop all finished and working.
I have finished the gamble.

I am now working on the nudges and exchange feature which I hope will be finished by 3am.

After that I will do the main features Match2, Fruit Shoot, Super Hold, Lemon Lush, Skill Fruits, Skill Nudges, Plum Crazy, Win Series, I recon 2 days to finish them.

Finaly, the Gold Rush games, PHEW!

No good deed goes unpunished!

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