New Platform Game (Untitled) .05

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vdecampo
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New Platform Game (Untitled) .05

Postby vdecampo » Dec 23, 2007 1:25

I am developing a platform side scroller similar in style to Super Mario 3. I would like to see if my code maintains FPS on most systems. You should get between 40-45fps optimally.

If you would like to test and provide constructive feedback, you can download it here...

http://www.imakegames.com/platengine.zip 673kb Win32

Thanks
-Vince
Last edited by vdecampo on Dec 23, 2007 2:04, edited 1 time in total.
badmrbox
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Postby badmrbox » Dec 23, 2007 1:56

It seems to work quite well. I guess that my fps was about 42 most of the time.
Merick
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Postby Merick » Dec 23, 2007 3:15

I get 31-32, and the scrolling stutteresa little, almost as if it were skipping 3-4 frames at a time at intervals of about a second or so
Dr_D
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Postby Dr_D » Dec 23, 2007 3:42

Pretty cool. It does seem a little choppy here. Are you using screenlock/unlock or page flipping? I get a bit of shear also. It's a good start though. I like the way you can get those wings and bounce higher. ;)
vdecampo
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Postby vdecampo » Dec 23, 2007 3:52

I have tried several different things to get rid of that shear. This is what I currently have for drawing to the screen.

Code: Select all

Public Sub FlipIt (CS As Any Ptr,ByRef PE As _PlatEngine)

   ScreenLock
      DrawSprite (0,0,0,CS)
      PE.wp Xor= 1
      PE.vp Xor= 1     
      ScreenSet PE.wp,PE.vp
   ScreenUnLock
   
End Sub


CS is a compositing surface. I lock the screen, draw the composited image to the work page, then flip it. Is there a better way that would eliminate the shear?

-Vince
aleofjax
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Postby aleofjax » Dec 23, 2007 4:00

Looks nice. I ran about 31-33 fps.
I didn't get any tearing or flickering myself, It look rather smooth.

(Win2K Pro, P4 1.4 Ghz, 768MB RAM)
sir_mud
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Postby sir_mud » Dec 23, 2007 4:43

barely playable under WINE on my box
KristopherWindsor
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Postby KristopherWindsor » Dec 23, 2007 5:46

You don't need (slow) page flipping when you use Screenlock. If you see shearing, you might want to try adding Sleep 10 right after the Screenunlock.
The game plays nicely, but I have one suggestion: change the physics on the sloped ground.
The game has a nice background (especially when compared to Lachie's, ha ha ha...). I get 42-43 FPS.
BTW, what are the question marks in the game for?
Lachie Dazdarian
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Postby Lachie Dazdarian » Dec 23, 2007 16:34

Cough...weren't you suppoed to be working on Barren? Ah yes, I promised to send you some sketches. Ehm.

Anyway, I'm glad this engine is progressing. I hope you plan to go in the scripting direction as I did, and perhaps adding parallax scrolling.

The engine ran with the average of 23 FPS on my PC (you know my specs), and somewhat choppy. I have the same suggestion regarding the slopes, but I don't think this should be a problem as your engine is detecting slope collision quite perfectly.

I wish I had time to return to my engine. Bah.
KristopherWindsor
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Postby KristopherWindsor » Dec 23, 2007 17:41

Scripting and parallax scrolling?

Don't forget what really makes the game fun: bonus items, AI enemies, and explosions (IMO). ;-)
vdecampo
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Postby vdecampo » Dec 23, 2007 18:03

KristopherWindsor wrote:BTW, what are the question marks in the game for?


That will be for you to find out! ;-)

-Vince
Lachie Dazdarian
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Postby Lachie Dazdarian » Dec 23, 2007 18:29

Erm, I thought we were still talking about platform ENGINES. My mistake.
KristopherWindsor
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Postby KristopherWindsor » Dec 24, 2007 0:32

I think, if you make two games with the same engine, they will be too similar. So every game should have its own engine.
It's much better to fully develop the game than to just stop half way and call it an engine, so really, the fun factors are more important than the technical achievements.
That is why I would not focus on an engine for theoretical development in the future. ;-)
BTW, I still plan to make my own platform game. I am waiting for inspiration. :-)
Dr_D
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Postby Dr_D » Dec 24, 2007 1:00

Well, I beg to differ. :p Having an engine that can be used to make more than one game is essential to modern game development, in my opinion. Look at tech5, for instance.
KristopherWindsor
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Postby KristopherWindsor » Dec 24, 2007 1:43

Then you're going to have to add code for every object any programmer could possibly want in his game. ^_^
This is a smaller project than a multi-million dollar game, so the engine will probably be so budgeted that it only is original enough for one game. :-P

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