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Game Development Showcase
Please offer only constructive criticism. The intent of the GD Showcase is to help the developer create the best game they possibly can. Show them you support their efforts when posting.
| Naxos
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Posted - 8/28/2005 1:05:35 AM | Hey, was fun while it lasted. Heh, I didn't read your post closely enough so I was surprised, and a little sad, when it ended so quickly. But it ran fine on my comp: GeForce FX 5200, 1.6ghz amd, 1gb ram.
Good job and keep up the good work :)
EDIT: Also, the tire didn't fall into the hole on the green step :]
[Edited by - Naxos on August 28, 2005 7:05:44 PM]
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| mike74
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Posted - 8/30/2005 1:17:18 PM | It says the application failed to initialize properly.
mike
http://www.coolgroups.com/
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| frob GDNet+
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Posted - 8/30/2005 6:34:07 PM | Didn't initialize the first time, using the .lnk file.
Quote:An unhandled exception of type 'System.ArgumentException' occurred in system.drawing.dll
Additional information: Invalid parameter used.
System.Drawing.Bitmap..ctor |
However, opening up to the bin/Release folder, and running from there worked just fine. It's probably because your link points to ""C:\Documents and Settings\sean\Desktop\Foot Race\bin\Release"" And since my documents are on E:, and my account name isn't sean, that's not going to work for me.
If I jump and hit the bottom of a platform or the roof, I can stick to the object until I let go of the jump button. You can only stick once per jump, though, which makes it tricky to get back to the start going up the green/brown ceiling steps.
I kept trying, but couldn't fit the wheel down the one-block holes.
Finally, the menu is a bit hard to understand at first. It might be better to have something like an arrow pointing at them or just a color, rather than the fonts that jump around when you move.
Looks good as a start.
frob.
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| capn_midnight GDNet+
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Posted - 8/31/2005 9:24:28 AM | yeah, I forgot that shortcuts were absolute links to the file, not relative. I'll probably replace that with a batch file.
As for not falling down the hole, I have no idea why that isn't working. It really pisses me off, though.
I have an idea to fix the jump problem. That actually might be a neat gameplay feature to have later down the road. I remember a level in one of the Megaman games (either 4, 5 or 6), that had a special grav field reversal feature (probably "GravityMan" or something).
I'll take the menu arrow into consideration. I made a recent change to the menu, a minor graphical difference, might be a little easier to understand. Now I specifically try to make sure each menu has at least 3 items (there are sub menus now). This way, the player can easily tell which is the selected item i.e. the old Sesame Street song "One of these things is not like the other" :)
There is sound in the game, but it requires the MDX assemblies. For this early preview it's not necessary, I setup some conditional precompiler directives to remove that code and those assembly requirements to ensure as much compatibility as possible. I know how to do COM interop with winmm.dll, but it doesn't seem to be supporting asynchronous sound too well, each newly played sound preempts the previous sound. If I could get some simple sound mixing without having to use another library past winmm, that would be great. I'd like to make this as small as possible.
The game is currently written in C#. I've found that the GDI+ rendering system is completely adequate for simple 2D games like this. It runs really well on 1.0 GHz machines, so I'm pretty satisfied that when I get around to optimizing everything it will really cruise. So, why add dependencies when you don't need to?
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| Rob Loach Staff
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Posted - 6/1/2006 12:49:09 PM | I had some troubles with getting it to run....
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All times are ET (US)
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