Upcoming Events
Unite 2010
11/10 - 11/12 @ Montréal, Canada

GDC China
12/5 - 12/7 @ Shanghai, China

Asia Game Show 2010
12/24 - 12/27  

GDC 2011
2/28 - 3/4 @ San Francisco, CA

More events...
Quick Stats
49 people currently visiting GDNet.
2406 articles in the reference section.

Help us fight cancer!
Join SETI Team GDNet!
Link to us Events 4 Gamers
Home » Features » GD Showcase » View Submission
Intel sponsors gamedev.net search:
Game Development Showcase
Track this GDS Entry
Foot Race, ms1
Developer   capn_midnight
GenreRacing
PlatformWindows
Downloads310

About: Foot Race, milestone 1, graphics demo

Game Info How To Play Downloads Comments



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.



Post Reply
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]

  User Rating: 1137   |  Rate This User    Send Private MessageView ProfileReport this Post to a Moderator 

It says the application failed to initialize properly.

mike
http://www.coolgroups.com/

  User Rating: 956   |  Rate This User    Send Private MessageView ProfileReport this Post to a Moderator 

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.

  User Rating: 1797   |  Rate This User    Send Private MessageView ProfileReport this Post to a Moderator 

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?

  User Rating: 1488   |  Rate This User    Send Private MessageView ProfileReport this Post to a Moderator 

I had some troubles with getting it to run....

  User Rating: 1932   |  Rate This User    Send Private MessageView ProfileReport this Post to a Moderator 

All times are ET (US)

Post Reply
 
Info
 GDS News
 About the GDS


Genre
 All
 Action
 Adventure
 Arcade
 Educational
 Fighting
 Puzzle
 Racing
 Role-Playing
 Shooter
 Simulation
 Sports
 Strategy
 Traditional


Platform
 DOS
 Linux
 OSX
 Windows