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13078 Freedroid RPG games -1 Re: Latest version How about getting the source from CVS and then just updating the CVS when new releases come out. This should save some time. 2003-08-07 12:04:35 13077
13079 Freedroid RPG games 506 Quite impressive Quit impressive, sure download is a little bit huge, but I don't care to much about that if the game looks being 'worth' a 50mb, which this one nearly does. Some bad points I found in the first 5min of playing it: Scrolling is pretty jerky, since the whole game is running at just about 12fps on a 1ghz machine, not enough really, either optimize it a bit more or use OpenGL for the graphic output, which should accelerate it quite a bit (yep, even for 2d). The 'darkness' around the character looks fake, its simply too dark and doesn't seem to fill any real purpose. So unless Tux is walking in a dark cave, better leave it out. The darkness is also is kind of broken, leaving a visible grid-pattern on the gaming area. Dialogs are too 'static' on there own screen, having them in in-game gfx would probally be better (aka a simple overlay above the playfield). The game resolution is too small, leaving not enough of a visible area of the playfield, switching to a larger resolution should fix that, with the current setting together with the darkness one reall has only 2-3 meters visible infront of the characters. The speech samples arn't really all that good, I would leave them out completly, since they kind of spoil the athomsphere. No speech samples are better than bad ones. I would also completly replace the music with original one. The current music seems to be in most part ripped out of old Amiga mod collection or such (THEGRADBATH is from Turrican2) and thus sound familiar to anybody who owned an Amiga (in the bad sense, aka. 'hey, this song doesn't belong here'). About the character movement, I would really shorten the accelleration and deceleration phases, the character looks more like swimming on the ground than walking. Have I mentioned that I don't like the story, I don't like Tux all that much and especially not in connection with Anti-MS propaganda, something original would be far better than building the story around Microsoft... <p> Beside that its quite impressive, but still has quite a few rough edges and isn't really finished enough at this point to give a rating. 2003-08-07 12:24:39 0
13080 Freedroid RPG games 6077 Re: Latest version Certainly, this is an important point, and since I'm partly responsible for it, I'd like to share my thoughts on the matter. <p> Inevitable fact is that the graphics and code alone is making up about 35Megs of archive size right now. We could have split off the voice samples, which really aren't that much important to the game right now. But it would still be 35 Megs, and I too have only a 56K modem and I must pay the bill, so I absolutely share your opinion on one hell of a download and connection time, if you really would do it that way.<p> So you're right, this isn't really intended for download via connection of our type any more. I usually get archives and upload archives via the local library or university, which have a fast connection and a CD burner somewhere.<p> But for development purposes, there's CVS, so that we only need to upload and download the latest changes and thereby save bandwidth.<p> But if you send me your mail adress (best via e-mail directly to me), I can send you a CD in an envelope, (for free even, since it doesn't happen that often anyway). That should have bandwidth enough :) And I can add a cvs repository too, so that you can get later versions and also latest development simply by updating from the cvs, like we do when we work on it.<p> The only other alternative I have to offer is simply not to play :) <br> (Sorry if I'm disappointing you at this point.)<p> See ya, jp. 2003-08-07 12:38:05 13078
13081 Freedroid RPG games 6077 Re: Quite impressive Hey, thanks for the encouragement. <br> Those are all good point. The thing with the rough scrolling and that comes partly from the dynamic loading of some of the Tux parts when they are first displayed, and should therefore vanish once the Tux has been active in the game for some time. (We tried loading them all at startup, but startup time can also be a bad thing.. ) and should, to a lesser degree, reappear shortly after Tux changes visible equipment. Hope it's fairly acceptable after some time. Also maybe the 'Performance Tweaks' submenu in the options can help a bit. It can even turn off the light radius thing.<br> The music, yeah, that's certainly a weak point. Not sure how to resolve that.<br> And deep content and original story is always the hardest question.<br> But thanks for all the other hints. <p> See ya, jp. 2003-08-07 12:56:14 13079
13082 Turt's Puzzle Blocks games -1 Simple yet entertaining game This game is kinda like KSame. When you click on blocks the same color, all blocks connected to each other (of the same color) disappear. However, it's a little more complicated. Like in Tetris, if the blocks reach the top, you lose. So you have to choose which blocks to remove very carefully. A 2-player version would be very nice (Human/CPU or Human/Human). Difficulty levels and extra options would also be cool. 2003-08-07 13:06:25 0
13083 Turt's Puzzle Blocks games 8409 Turt's Puzzle Blocks 2003-08-07 13:15:09 0
13084 Neverball games 5432 *Very* nice :-) *Very* nice game, congratulations! :-) I do have a few suggestions concerning control, though:<p> 1. Please make the joystick device selectable - I have an old 2-Button Gravis Analog stick on /dev/js0&nbsp;->&nbsp;/dev/input/js0, and a Thrustmaster Firestorm Dual Analog 3 on /dev/js1&nbsp;->&nbsp;/dev/input/js1. Neverball obviously only uses /dev/js0, and I don't want to unplug/re-symlink every time ...<p> 2. Would it be possible to have camera rotation on a joystick <i>axis</i>, too, rather than <i>buttons</i>? And a possibility to completely turn off auto-rotation, while you're at it? ;-)<p> 3. Finally, an option to invert the mouse y-axis (a la Quake, UT, RTCW, $YOUR_FAVORITE_3D_SHOOTER) would be nice, too. 2003-08-07 13:20:52 0
13085 Turt's Puzzle Blocks games -1 Re: Simple yet entertaining game Yes 2 player vs the computer is in the future.. 2 player over network isn't as close cause I haven't done any network programming but it would be nice.. 2003-08-07 14:18:00 13082
13086 Freedroid RPG games -1 Re: Quite impressive i thought this game was against a fictional MegaSoft Company? 2003-08-07 14:56:43 13081
13087 Freedroid RPG games 4512 Re: Latest version Hmm, I'm not sure what to make of your comment about posting me a CD. Even if I wasn't paranoid almost to the point of tinfoil hats, I couldn't really ask you to do such a thing (and I imagine you were prolly joking anyway).<P> If the source and graphics add up to 35MB, that's a great deal, but could most certainly be split up further- unless it's all one gigantic picture embedded into the source code ;) For starters, you could separate source from the images; you could have the set of image files split into 2 sets; you could have releases of image files that only contain those that were updated since the previous release; the latest copy I have on my machine has separate directories each containing different themes, those could be made separate. <P>As for the voice samples, you could presumably have them distributed in OGG format; if that's hard to play in realtime, you could have them decompressed either at installation time or at startup. <P>All just suggestions that you're free to try or reject as suits you, as it's your game. But the gist is, that I'm almost certainly going to turn away from any single download of more than around 17MB. (That's around 50 minutes worth FWIW) More than that, it's too liable to fail due to getting cut off or having monkeys eat the server. In many cases it's possible to resume downloads, but NOT all (some other times it's mebbe doable, but difficult or awkward). C'mon, now, you don't <I>really</I> want to be limiting the number of people who can try your game to this extent, do you? *shrug* 2003-08-07 15:19:49 13080