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Messages - Darky

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1
Software and games / Captain Disaster
« on: June 25, 2012, 06:42:01 PM »
Hey guys! I'm obviously a fan of funny and strange space themed games (or I wouldn't have made one myself), so I thought I'd mention another small upcoming Indie sci-fi comedy space game here that recently came to my attention. I'm not involved in it, but it's definitely right up my alley and I'm very curious as to where it is going.

The game is called "Captain Disaster" and is - as the title suggests - about a guy who probably should never have been put anywhere near the captains seat. It's made on AGS and will apparently be a commercial game. Behind the game is a small team of new british Indies who call themselves "Team Disaster".

There's not much known about the story at this point, but there's a video and some screenshots that show some promising humor involved in the project.

Video: http://www.youtube.com/watch?v=ehgaxIVuBIk



More Links:
Developer Blog

I'm definitely going to keep an eye on it :)

2
WME Lite / Re: WME Lite and ScummVM
« on: March 21, 2012, 09:14:58 PM »
I didn't see that coming :o It would be great if they make that happen!

Just yesterday I ordered a cheap Android 4.0 tablet to arrive next month for my Unity Development, so depending on where this goes maybe I can later this year play around with WME on it, too. Perhaps even make a port of my WME Game to Android. That would be so cool :)

3
Technical forum / Re: Version Control
« on: March 01, 2012, 07:00:45 PM »
I took a look at Bitbucket and yes I agree now, it's a really really good service. I didn't pay attention to it before because I've seen a ton of Subversion Hosters with really horrible prices and conditions (and no unlimited space) that drove me away from checking more of those services out, but I'm pleasently surprised at Bitbucket :)

4
Game announcements / Re: J.U.L.I.A. Playable demo now available
« on: February 29, 2012, 07:07:41 PM »
Congratulations :) That's definitely something else. At first I didn't like it when playing the demo, it seemed like just a bunch of mini-games stringed together and some horrifying memories to the Mass Effect 2 Mining Drag resurfaced, but then things changed when I got to the Mobot part and it became so much more interesting. I started feeling intruiged by what was going on there and it felt a little bit like playing a old text adventure, which was refreshing and entertaining for me. At the end I was left curious to try more, and that's what you really want out of a Demo, or not?

So, well done! I wish you the best of success with J.U.L.I.A. :)

5
Technical forum / Re: Version Control
« on: February 29, 2012, 06:48:20 PM »
I'm using Subversion for about anything now, with the tools Mnemonic listed plus the Trac Plugin for VisualSVN, and a Dynamic DNS from no-ip.com for outside access. Originally I wanted to go with Mercurial because I do believe it is the better choice, but on Windows I could not figure out (or, more honestly: quiet grasp) how you can set up a central repository with it for outside access from the internet.

So my vote would be for Mercurial if you can set it up, otherwise Subversion, which is easier to set up but can easily come with more problems in everyday use. metamorphiums Link highlights those issues well.

6
Technical forum / Re: Paused Running Scripts slow down?
« on: September 17, 2011, 01:30:44 AM »
Okay so I hunt down all the windows I could find and did my testing with the new fixes.

Here's the new dump from the same scene as the last one: http://pastebin.com/raw.php?i=JyymXti9

I feel like there's still some FPS loss over the course of the game, but maybe I'm imagining things. What do you say, Mnemonic?

I have a few windows open at all times but they are loaded via game.script and then manipulated by other scripts (change values, make visible/invisible). They shouldn't interfere, though.

Debugger itself is looking clean. No more left overs in there from other scenes and window scripts.

7
Technical forum / Re: Paused Running Scripts slow down?
« on: September 16, 2011, 07:03:10 PM »
They are not really getting loaded over and over (as far as I can see) but that they stay in Memory is bad enough.
But there are over 300 of them... that would suggest they are being reloaded frequently.
On the windows I identified there are lots of entities with lots of scripts that react to things like MouseEntry, get called by other entities to do something etc. - Lots of little scripts that execute up to the end of their script. But then when I close the window, I did not Unload it. After that you can go back and use the same Window again, for example for Elevator Controls, and it would pile up another handful of the same scripts, all having executed to their end, and again it wouldn't unload the window. Apparently you could do this without end and clog the memory up.

At least that's how it seems to be. The Debugger showed me several windows that have their windows and scripts still loaded. For example the mentioned elevator would end up with some 20-40 scripts for the same thing, all doing nothing (at end of their lines according to Debugger)

When you said "reloaded" I thought of something more obvious like a window really being re-opened all the time. All I can guess with the way it seems to be, is that it probably goes on executing the paused scripts from the start? Is that it?

But I'll know more later when I made the proper Unloads everywhere.

8
Technical forum / Re: Paused Running Scripts slow down?
« on: September 16, 2011, 06:09:05 PM »
Thanks, it does narrow it down. I identified several windows that stay in memory. They are not really getting loaded over and over (as far as I can see) but that they stay in Memory is bad enough. I'm getting rid of them right now by using Game.UnloadObject() and I will conduct some playtesting to see if it still appears once I am done with that.

I'll let you know the result.


9
Technical forum / Re: Paused Running Scripts slow down?
« on: September 16, 2011, 02:07:18 PM »
Hey Mnemonic,

I used the command. The file generated is here: http://pastebin.com/raw.php?i=atX1mHQs

I see a high number for CBFrame and CBSubFrame (not sure what that is. Sprites?)

More suspicious are CUIWindow (359) and Entity (651)

If it's entities I'm not sure why they pile up. Aren't they supposed to clear up when you change scene? I don't initialize them in globals.

10
Technical forum / Paused Running Scripts slow down?
« on: September 16, 2011, 12:33:38 AM »
In my game I'm experiencing a issue where it slows down a lot over time. It eventually becomes downright unplayable with extremely low FPS. At later points in the game on some extreme usage cases it takes several minutes to load the save game. My first instinct is that it's a running script issue, but I'm not quiet sure what really is going wrong. I look at the debugger and I don't see a particular script really standing out. Maybe I just don't know how to read it properly?

When I load one of those save games that are heavily affected, I can read:
Running scripts: 881 (r:11 w:1 p:869)

From what I read on a similar topic in the past, paused scripts should not interfere.

I tried to find something that gets loaded over and over, but I could not find such a thing. Am I missing something?

I'm really unsure what I should try to do or what might be the problem. What should I look out for, especially in terms of "suspicious behavior" in the Debugging Console?

Thank you

11
Game announcements / Re: Space Madness (RELEASED)
« on: July 30, 2011, 09:39:11 PM »
Good News!

Space Madness is now released and can be purchased directly from Spreadcamp: http://www.spreadcamp.com/games/space-madness/

New Screenshots and a Video have been posted.

It would be cool if there are enough customers to buy some Apple stuff to port it to Mac and iPhone through "WME Lite", but we will have to see how it goes first ;)

As usual, feel free to leave me your opinions and if you have a problem, you can come post in our (currently, I admit, rather lifeless) forums http://www.spreadcamp.com/forum/

Thanks and enjoy! :)

12
Game announcements / Re: Five magical amulets for iPhone/iPad
« on: July 19, 2011, 01:04:55 PM »
That's fantastic news, Congratulations! I'm really excited to see a WME game finally make it to the iPhone :)

I hope it will be successful.

13
Technical forum / Re: game resolution
« on: July 11, 2011, 02:19:16 AM »
I rather have borders on all sides, than not to play it at all / only in window mode. My game originally was in 1280x800 too and I thought that was a good choice, until I bought myself a Laptop that happened to have 1366x768 resolution and couldn't play my own game on it anymore (Window Mode on such a resolution with a 1280x800 game really sucks)

I went with 16:9 instead (1280x720) but what Mnemonic suggested, the 768 vertical resolution, sounds good to me, too.
 

14
Technical forum / Re: About Languages
« on: June 28, 2011, 06:37:33 PM »
I think Endrit is on the right track. I don't do language changes like that but using the WME Registry functions in combination with a global variable should get you to do what you want.

Just remember, that you can't change language at runtime (as far as I know at least)

I'd do it like that (untested!)
I advise looking up the functions I am about to post so that you better understand what I did.

game.script
Code: WME Script
  1. global currentLanguage = Game.RegReadString("lang", "english");
  2.  
  3. // load string tables from language folder subdirectories
  4. // example of folder structure: myLanguages/english/string.tab , myLanguages/greek/string.tab etc.
  5. Game.LoadStringTable("myLanguages/" + currentLanguage + "/string.tab", true);
  6. Game.LoadStringTable("myLanguages/" + currentLanguage + "/dialogues.tab", true);
  7.  
  8. // if you want to change voices, too, then something like that as well
  9. Game.AddSpeechDir("myLanguages/" + currentLanguage + "/voices");
  10.  

In your Options script where you change language
Code: WME Script
  1. global currentLanguage;
  2.  
  3. on "GreekButtonName"
  4. {
  5.     currentLanguage = Game.RegWriteString("lang", "greek");
  6.     RestartWarning();
  7. }
  8.  
  9. on "GermanButtonName"
  10. {
  11.     currentLanguage = Game.RegWriteString("lang", "german");
  12.     RestartWarning();
  13. }
  14.  
  15. // make a window that informs user that a restart is needed
  16. function RestartWarning()
  17. {
  18.     // insert your window load code here
  19. }
  20.  

15
Much easier than expected  ;D

Excellent. Thank you, Mnemonic!

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