1. Action game!
- Posted by Eduardo Uemura Okada <cool at ART.COM.BR> Jul 10, 1997
- 655 views
Now , this is for you, Robert (Craig), and all that can answer it: can a programmer, with Euphoria, create and run an action game, like Videogame's games? A game, created in a pentium 166Mhz can run in a 486 - 66 Mhz with the same speed and playability? And finally, can I write my own music in Euphoria, but please, without sound() routine? I wait answer... Eduardo Uemura Okada e-mail: cool at art.com.br
2. Re: Action game!
- Posted by Michael Packard <lgp at EXO.COM> Jul 10, 1997
- 653 views
On Thu, 10 Jul 1997, Eduardo Uemura Okada wrote: > Now , this is for you, Robert (Craig), and all that can answer it: can a > programmer, with Euphoria, create and run an action game, like Videogame's > games? A game, created in a pentium 166Mhz can run in a 486 - 66 Mhz with > the same speed and playability? > And finally, can I write my own music in Euphoria, but please, without > sound() routine? > I wait answer... Check out http://exo.com/~lgp/games We've released 5 fast action arcade-type games for the PC's. All of them run full speed on a 486dx2-66, a couple run fine even on a 486-33. Michael Packard Lord Generic Productions lgp at exo.com http://exo.com/~lgp A Crash Course in Game Design and Production http://exo.com/~lgp/euphoria
3. Re: Action game!
- Posted by The Reaper <reaper at LOKI.ATCON.COM> Jul 10, 1997
- 661 views
At 02:49 AM 7/10/97 -0700, you wrote: >On Thu, 10 Jul 1997, Eduardo Uemura Okada wrote: >> Now , this is for you, Robert (Craig), and all that can answer it: can a >> programmer, with Euphoria, create and run an action game, like Videogame's >> games? A game, created in a pentium 166Mhz can run in a 486 - 66 Mhz with >> the same speed and playability? >> And finally, can I write my own music in Euphoria, but please, without >> sound() routine? >> I wait answer... >Check out http://exo.com/~lgp/games >We've released 5 fast action arcade-type games for the PC's. All of them >run full speed on a 486dx2-66, a couple run fine even on a 486-33. I don't know about that. Invaders ran pretty darn slow on my 486-75. Still, your other games ran good and fast. Using the memory funtions on mode 19, I made a bunch of little demo games (though I never released any), which were designed on my 486 and are fast. Being on this topic, what is a simple way to control the frame rate (so games won't burn on faster computers)? Anyone? P.S. Has anyone else had trouble with some of the new games on the Official Page, trying to get them to run? =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= The Reaper (J. Lays) http://www.geocities.com/TimesSquare/Alley/4444/ reaper at auracom.com Check out my Euphoria Games page at: -= http://www.geocities.com/TimesSquare/Alley/4444/eugames.html ........................ . .. -||..........__...... "If a demon wore wings, . / ||......../-- \\.:::: Would it be called a angel? . ..| ||...... / | |.::: Or are they the people we know, .| _-||.......|| / /.:::: Of whom we mingle?" ..| |..||...... -\_- \ |\-.::: .| |.[< \ .../ \.:: .||.|||\|\ | - - . \.:::: ...|.\|| | \ | | |.:::. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
4. Re: Action game!
- Posted by Ralf Nieuwenhuijsen <nieuwen at POP.XS4ALL.NL> Jul 10, 1997
- 625 views
- Last edited Jul 11, 1997
Reaper & MP wrote: > >Check out http://exo.com/~lgp/games > >We've released 5 fast action arcade-type games for the PC's. All of them > >run full speed on a 486dx2-66, a couple run fine even on a 486-33. > > I don't know about that. Invaders ran pretty darn slow on my 486-75. Still, > your other games ran good and fast. > Using the memory funtions on mode 19, I made a bunch of little demo games > (though I never released any), which were designed on my 486 and are fast. > Being on this topic, what is a simple way to control the frame rate (so > games won't burn on faster computers)? Anyone? Control Timed environment... that is for each MOVEMENT calculate how may time has been passed and how many pixels it should move per sec. Then calculate the REAL value position in a different place and save a floored version somewhere else which you use for all drawing and other stuff. If you calculate your next position you should use the real flooting point value. This technique is used for example in most 3D games, since their framerate is depending on objects... i mean a car with screamer should go twice as fast when there are no other cars, it just is ABLE to UPDATE the screen more often, and thus looks more realistic at those moments. > P.S. Has anyone else had trouble with some of the new games on the Official > Page, trying to get them to run? No, U? -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ~~~~>> Ralf Nieuwenhuijsen <<~~~~ ~~~>> nieuwen at xs4all.nl <<~~~~