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Decepto
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PostPosted: Thu Jan 20, 2011 3:07 pm    Post subject: Development Log - Decepto's Untitled Game Reply with quote

Hey guys,

Most of you will probably know me from Allegro.cc's forums. If not, hi. My name is Nick.

I'm working on a game engine akin to Minecraft's engine (like everyone and their brother). I hope to take the engine and subsequent game in a new direction. The first incarnation of the game might resemble something closer to that of Harvest Moon rather than a dungeon crawl.

You can download the latest binary here:

http://www.rogueminer.com/download/

Right now I'm just looking for as much feedback as possible.

Thanks!

edit: spelling


Edited by Decepto on Tue Mar 15, 2011 1:26 pm; edited 3 times
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PoV
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PostPosted: Thu Jan 20, 2011 4:06 pm    Post subject: Re: Development Log - Decepto's Untitled Game Reply with quote

Decepto wrote:
If not, hi. My name is Nick.

Hi Nick!
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Sirocco
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PostPosted: Thu Jan 20, 2011 4:32 pm    Post subject: Reply with quote

Hey there!

I didn't get it to run as it complained that I didn't have MSVCP100D.DLL. So, I downloaded the latest Microsoft C++ 2010 redistributable pack, but that didn't work because it doesn't have the debugging DLLs, which I'm guessing you linked against.

Edit:

I got it to work after downloading two DLL files and stuffing them in the directory ;)

It popped up and ran just fine after that. The rendering ran fast and was nice n' clean. No clipping problems or weirdness to report. If I could request anything, I'd ask for arrow key movement support as well as WASD. Unadjusted FPS was just under 950 on my machine. There wasn't much to do since it's a tech demo, but it was cool to fly up and spin around looking at all the blocks. If you're making something Minecraft-ish, I'd say you're moving in the right direction.
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Decepto
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PostPosted: Thu Jan 20, 2011 4:57 pm    Post subject: Reply with quote

Quote:
it doesn't have the debugging DLLs, which I'm guessing you linked against.


Rookie move!

I updated the zip to contain the release executable, as well as the VC10 redistributable.

How does the mouse feel? I tried to replicate Quake 3's mouse as best as I could.
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Sirocco
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PostPosted: Thu Jan 20, 2011 5:20 pm    Post subject: Reply with quote

Heh, I did the same thing a couple of years ago :) Nevermind there are something like a zillion different places in your solution where you can specify the build type... blergh!


Quote:

How does the mouse feel? I tried to replicate Quake 3's mouse as best as I could.


Feels good, man. Felt Quite Right™.
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sonrisu
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PostPosted: Thu Jan 20, 2011 8:47 pm    Post subject: Reply with quote

The bundle still seems to be missing MSVCR100.dll.

Also: Hello!
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Decepto
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PostPosted: Thu Jan 20, 2011 9:20 pm    Post subject: Reply with quote

Thank you! I've added it to the zip.
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sonrisu
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PostPosted: Thu Jan 20, 2011 9:47 pm    Post subject: Reply with quote

Tried again. This time it launches, but it's crashing immediately. It doesn't get further than bringing up a (transparent, except for the border trimmings) window. Anything I can gather for you to help debug?

FWIW: I'm running this in a VM on OSX running WinXP. I have the latest major patches. Installing all my other updates since it's been a while from the last time I booted it up.

[edit] All updated -- no change.
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Decepto
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PostPosted: Fri Jan 21, 2011 7:51 pm    Post subject: Reply with quote

Interesting. I was unable to get the application to run under WinXP within a VM under snow leopard. I'll try running it on a normal WinXP installation tomorrow.

I was able to get my code to compile under snow leopard today, so that's good news.
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sonrisu
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PostPosted: Fri Jan 21, 2011 8:07 pm    Post subject: Reply with quote

Awesome. I'm the resident Apple head here, so if you need testing on Macs then I am your man.
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yodhe
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PostPosted: Sat Jan 22, 2011 9:33 am    Post subject: Reply with quote

Hi decepto/Nick

Lots of floating blocks of wood and stone in ultra-low res, but it works for me.

Your use of SDL instead of Allegro5 has been noted, and i've squealed on you to the Allegro-Gestapo-Programming-Purity-and-Ethics-Committee. ;)
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0xDB
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PostPosted: Sun Jan 23, 2011 5:45 am    Post subject: Reply with quote

Hi.

Runs smoothly here (Windows7-64bit). Only thing I immediately noticed was that the mouse look was wrong (yeah, I'm one of those weird guys who tick "invert mouse y axis" in every game).
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Gil
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PostPosted: Sun Jan 23, 2011 10:47 am    Post subject: Reply with quote

I don't care much about y axis orientation, as long as the game picks one and sticks with it (I'm looking at you goldeneye).
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Sirocco
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PostPosted: Sun Jan 23, 2011 11:25 am    Post subject: Reply with quote

Because of all the hours I've logged in to flight sims, I prefer joystick or gamepad input to be reversed on the Y axis. For some reason I don't like that with mouse input.
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Decepto
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PostPosted: Sun Jan 23, 2011 11:45 am    Post subject: Reply with quote

sonrisu wrote:
Tried again. This time it launches, but it's crashing immediately.


I've narrowed down the issue regarding XP. If you install the VS2010 redistributable and then the VS2005 redistributable in that order (weird, I know), the application will run on a non-VM windows XP installation.

The application will crash running under a VM because of the OpenGL extension calls.

yodhe wrote:
Your use of SDL instead of Allegro5 has been noted, and i've squealed on you to the Allegro-Gestapo-Programming-Purity-and-Ethics-Committee. ;)


Hopefully they don't send piccolo after me.

Dennis wrote:
Only thing I immediately noticed was that the mouse look was wrong (yeah, I'm one of those weird guys who tick "invert mouse y axis" in every game).


Honestly, I didn't know people used invert mouse in FPSs. I do plan on having a third-person camera though, so I'll go ahead and add "invert mouse x-axis" and "invert mouse y-axis" to the config file.
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PoV
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PostPosted: Sun Jan 23, 2011 1:21 pm    Post subject: Reply with quote

Invert mouse is a perception thing. Physically leaning forward far enough (mouse up) makes you look down, and vice versa. If you think about the game as "you are the player" instead of picture on a screen, it sync's up. So in a way, invert mouse is actually more natural.
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sonrisu
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PostPosted: Sun Jan 23, 2011 2:06 pm    Post subject: Reply with quote

Darn. I don't have a legit windows machine any more. So, I guess I can't play this until we get a Mac port. :[
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loomsoft :]
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Decepto
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PostPosted: Fri Jan 28, 2011 1:27 pm    Post subject: Reply with quote

Would one of you find gents with a Mac mind downloading and testing this application?

http://www.permabuff.com/CatapultMac_pre_alpha.zip

Just strafe left to right using the "a" and "d" key. Is the quad tearing? I'm getting some pretty bad intermittent tearing. The quad tears about 1.5 times per second when I strafe.

I'm on a hackintosh with an Nvidia GT 240 though. So that could be the problem.

Thanks,
Nick
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sonrisu
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PostPosted: Fri Jan 28, 2011 3:19 pm    Post subject: Reply with quote

Note that you didn't package up SDL with the bundle, so anyone who wants to test it will need SDL. You'll need to fix that up if you plan on doing a release that doesn't require the end user to install SDL manually. I have some rules/setup that does this in Xcode. Let me know if you need help with it.

Tried on my work laptop to give you an immediate answer, but no SDL here and I won't be installing. I'll try when I get home. :]
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Decepto
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PostPosted: Fri Jan 28, 2011 3:41 pm    Post subject: Reply with quote

Thank you sonrisu! I'll make sure to add SDL to the next release.

After reading this article , it looks as thought the problem lies in my game loop. At the moment, I'm not doing any interpolation, so I'm getting rounding errors in my camera movement. That would explain the jitter.
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sonrisu
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PostPosted: Fri Jan 28, 2011 5:00 pm    Post subject: Reply with quote

Tried it out. I do get the shearing/tearing. Anything else useful I can grab for you?
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Decepto
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PostPosted: Fri Jan 28, 2011 6:49 pm    Post subject: Reply with quote

Thanks! I'm good for the moment.
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Decepto
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PostPosted: Tue Mar 15, 2011 1:25 pm    Post subject: Reply with quote

I've uploaded new binaries. Hopefully the linux and mac builds are working properly for everyone.

http://www.rogueminer.com/download/
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sonrisu
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PostPosted: Tue Mar 15, 2011 1:39 pm    Post subject: Reply with quote

Sweet. Runs well for me on OSX. No crazy tearing or shearing. Love the design to the startup screens. :]
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Decepto
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PostPosted: Tue Mar 15, 2011 1:42 pm    Post subject: Reply with quote

Awesome, thank you.
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