View Full Version : OMG entry: "Fylakas" testers and feedback
dfmoore
2005.12.05, 03:08 AM
Hey everyone,
As I'm sure everyone has realized, i had some serious bugs in my code. This is what happens when you give an artist C++. In any case, I stomped out the last one that I know of, bringing Fylakas Psychi Beta to...
Fylakas Psychi v1.0.
Cue the fireworks.
In any case, I need to know for sure that things are working well, and I'd love feedback for things to improve- because I'd like to see this become a finished item, OMG or not.
Also, if you haven't voted, take a look at this and let me know what you think!
http://www.idevgames.com/contest/downloads/details.php?file=40
Please note: I've fixed the crashing bug to the best of my knowledge, but please save anything you're working on before running, just in case. And if it does crash, let me know ASAP (and a crash report if you're inclined)
<3
-dylan ( =
igame3d
2005.12.05, 03:07 PM
Way slow on mac mini 1.4ghz with 32MB video. Maybe 2fps.
The bird looks amazing, but its probably pushing too many polys looking so good.
Leisure Suit Lurie
2005.12.05, 03:45 PM
I've yet to be able to get this game to run at all. I'm on 10.3.9 if that's important.
dfmoore
2005.12.06, 12:46 PM
actually the bird itself is only roughly 500 polys, the tree is about 200, -the landscape is a little more heavy, but it dynamically shows only the gridspace you're on, which displays only 200 polys at a time.
The killer is the five demons, at 500 apeice- That brings the total up to 3500 polys (if you're looking at everything at once) but usually you're only around 2000-2500. It's actually sort of embarassing to develop this game (Its a class project of mine) where the PC users start heckling me because our comps start chugging on 3000+ polys. Well, I mean, the G5s I'm deving on dont, and they wont until 7000 or so.. but most people are apparently playing these on ibooks and performas... :sneaky: So I have to keep the game content about half of the current hardware ability.
Oh, and when you can't run it on 10.3.9, what's your hardware stats and what does it do- not launch, or crash? They mean pretty wildly different things if I want to try to fix it. PS If you haven't tried 1.0.1, thats up now and it has a fix that allows it to run on a lot of the laptops that were reporting hard crashes. The culpret? Another wonderful mac OpenGL bug. I swapped calls with something less buggy, and it works just fine. How frustrating is that??? :mad:
-dylan :)
Volte
2005.12.06, 02:32 PM
Way slow on mac mini 1.4ghz with 32MB video. Maybe 2fps.
The bird looks amazing, but its probably pushing too many polys looking so good.
You should have bought the 4.2Ghz Mac Mini, with top of the line ATI.
Leisure Suit Lurie
2005.12.06, 02:39 PM
It simply dies on launch for me.
dfmoore
2005.12.06, 05:49 PM
if you click "submit report" and then look at the crash report it spits back at ya, what's it dying on? It best not be glubuild2dmipmapCTX because if so, I can't do much, except recomend that this game be run on >10.4... because I haven't hit that error with tiger, despite binding this specifically for 10.3 and greater. And it only really seems to happen with 1:10 panther users anyway.
So yeah, if you have a moment, can you let me know a little more about the failed launch?
Thanks!
Leisure Suit Lurie
2005.12.06, 07:16 PM
if you click "submit report" and then look at the crash report it spits back at ya, what's it dying on? It best not be glubuild2dmipmapCTX because if so, I can't do much, except recomend that this game be run on >10.4
Date/Time: 2005-12-06 19:13:37 -0500
OS Version: 10.3.9 (Build 7W98)
Report Version: 2
Command: Fylakas Psychi
Path: /Users/daniellurie/Desktop/v1-1.0.1/Fylakas Psychi v1.0.1 (window).app/Contents/MacOS/Fylakas Psychi
Version: ??? (1.0)
PID: 4545
Thread: 0
Exception: EXC_BAD_ACCESS (0x0001)
Codes: KERN_PROTECTION_FAILURE (0x0002) at 0x02008000
Thread 0 Crashed:
0 libGLU.dylib 0x90c61550 _glTessErrorString(int) + 0x4e8
1 libGLU.dylib 0x90c6af7c gluBuild2DMipmapsCTXCore(_CGLContextObject*, unsigned long, long, long, long, long, long, unsigned long, unsigned long, long, long, long, void const*) + 0xddc
2 libGLU.dylib 0x90c6b77c gluBuild2DMipmapsCTX + 0xe8
3 com.yourcompany.Fylakas_Psychi 0x0000cd84 ModelType::LoadTGA(TextureImage&, char*, int) + 0x2b4
4 com.yourcompany.Fylakas_Psychi 0x0000d0f8 ModelType::GenDispObj() + 0x64
5 com.yourcompany.Fylakas_Psychi 0x0000f314 ModelType::LoadObj(char*, float) + 0xac
6 com.yourcompany.Fylakas_Psychi 0x00013408 load_fylakas() + 0x5c
7 com.yourcompany.Fylakas_Psychi 0x00013a08 main + 0x104
8 com.yourcompany.Fylakas_Psychi 0x000076e8 _start + 0x158 (crt.c:272)
9 com.yourcompany.Fylakas_Psychi 0x0000758c start + 0x3c
Thread 1:
0 libSystem.B.dylib 0x900078b8 mach_msg_trap + 0x8
1 libSystem.B.dylib 0x90007438 mach_msg + 0x38
2 com.apple.opengl 0x90d66608 glcDebugListener + 0xfc
3 libSystem.B.dylib 0x90024990 _pthread_body + 0x28
PPC Thread State:
srr0: 0x90c61550 srr1: 0x0000d030 vrsave: 0x00000000
cr: 0x42088284 xer: 0x00000004 lr: 0x90c6b0c8 ctr: 0x00000004
r0: 0x00000000 r1: 0xbffff970 r2: 0x00000000 r3: 0x00000004
r4: 0x40000000 r5: 0x00000400 r6: 0x011ca621 r7: 0x02008000
r8: 0x3fe33d00 r9: 0x00000000 r10: 0x011ca621 r11: 0x00000000
r12: 0x00000004 r13: 0x00000004 r14: 0x00000004 r15: 0x0000001f
r16: 0x00000000 r17: 0x00000001 r18: 0x01825e00 r19: 0x80000000
r20: 0x00001401 r21: 0x018d7400 r22: 0x00000800 r23: 0x00368e20
r24: 0x00000000 r25: 0x00000001 r26: 0x696e6700 r27: 0x00000800
r28: 0x00000000 r29: 0x00000004 r30: 0x00000001 r31: 0x90c6a1b8
Binary Images Description:
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dfmoore
2005.12.08, 09:18 AM
...beautiful.
Sorry, guy.. looks like it's a GLUT bug and there really isn't anything I can do about it right now- I'll file a bug report and keep track of which machines sporatically have an issue with this.
What I do know is that my ibook used to give me this error, and for some reason, launching two copies of the same app would allow the second one to run. A weird bug with a weird workaround. If anyone's gotten this before or knows what this means, please let me know..
PS- I've uploaded v1.0.2-- The mountains have been fixed and now there is working sound.
thanks!
Leisure Suit Lurie
2005.12.08, 09:45 AM
So, for those few of us who can't get this beast to run, can you post some screen shots?
dfmoore
2005.12.08, 09:49 AM
Absolutely! I'm going to class right now, but I'll take my 'book and grab some interesting frames for you ( ;
Leisure Suit Lurie
2005.12.08, 10:31 AM
Cool. That way I can feel all left out and stuff. :(
akb825
2005.12.08, 03:05 PM
The only real bad bug I can see is the fact that the camera suddenly jumps all the time. It worked fine on my computer.
What are you using to draw the polygons? Are you using vertex arrays? If you are, are you sure they're indexed? Are you using VBOs? The best method you could use is to use indexed VBOs, which are similar to vertex arrays, but are in the graphics card's memory, not the client's. With that, a lot more computers will be able to render it smoothly.
dfmoore
2005.12.12, 01:33 PM
http://hobbes.rabidzombie.com/fylakas_screenshots/fylakas_small.jpg
http://hobbes.rabidzombie.com/fylakas_screenshots/evening_small.jpg
http://hobbes.rabidzombie.com/fylakas_screenshots/dawn_small.jpg
http://hobbes.rabidzombie.com/fylakas_screenshots/tree_small.jpg
For the bigger versions of these images, check out my info page:
http://www.idevgames.com/contest/downloads/details.php?file=40
:)
-dylan
Leisure Suit Lurie
2005.12.12, 02:50 PM
Nice. I will regard this as one of the most amazing games I've never played...
:(
ThemsAllTook
2005.12.12, 03:04 PM
When I tried to play this, I couldn't really figure out the controls, and the camera kept going all over the place, seemingly at random... Is this a known bug, or am I just not understanding the camera system?
dfmoore
2005.12.12, 03:54 PM
How fast is your computer? If it's a 1Ghz iBook or slower, then it'll play like how George Bush talks. (just kidding!) I developed this to be played on faster hardware -having said that, my four year old G4 desktop plays it just fine.
The camera will dynamically track your position, so just worry about moving the main character. The only time this gets overridden is when you're near the tree, in which case it keeps both you and the tree in view while zooming out to better compose the shot.
So, which machine are you trying it on, and is it the windowed or fullscreen version?
<3
-dylan
Volte
2005.12.12, 08:42 PM
Man. This game pissed me off. I was so excited when I figured out how to play it. Right so I'm flying along (ignoring the inexplicable reason that my bird hugs the land scape with incredible accuracy >.<) and I get all but the last two fing souls, which by the way, I am not entirely sure, I had to make an educated guess as to how many gaps were in the spirit spiral, and how many I saw stranded out in the world. So the first one I am trying to catch is being "tormented". No problem, so I get it away from its tormentor and it follows me for about 5 seconds. I swear this one has ADD. It suddenly just ups and takes off. I wasn't flying to fast or to slow, it was right over me all happy and the like. I mean, maybe it got irritated that I couldn't find the darn tree 'cause I got so lost out there not to mention the lack of pointers or indicators telling me where to go. So I basically gave up on that one, but I would often pass the second soul which strangely seemed to be perfectly still, maybe it was trying to not attract attention O.o. Ok no problem, I'm close by in my futile attempts to catch the first last soul, so I'll just catch this one since it's standing still, you know maybe the second last one was actually the last last, and there was some sort of story behind it, which would be reviled once I had all but that one. Ok so I am flying directly towards it. BAM! Out of no where I've lost visual, and the land scape has changed. I must have done the wrap around. After 5 more unsuccessful attempts, I just gave up and sadly quit the program, knowing that all my hard work, and the 2 hours of my life I spent playing that game would not pay off.
Don't get me wrong, I had tons of fun playing it up until the last part. Well... The camera kinda sucked when going up and down hills, but man, cool game, nice story. I'd suggest some wispy particle effects (around a point which is the entity) as replacements to your "skull and crossbones".
Glad to see v1.0 out. I'll give it a try hopefully it fixed the bugs I colorfully described for you :D
dfmoore
2005.12.12, 11:03 PM
Oh Volte, it warms a developer's heart to hear when people actually play their games ( ;
If you were checking out the a version before 1.0.x, then yes, there were a lot of y tracking issues...but the camera and fylakas flying pattern has been updated since, so at least check that out and let me know what you think...
Here's my to-do list for the next major update:
1. Radar system / map so you can find the tree much more easier
2. Wrap around solutions for hunting down souls.
Also, because I'm a big fan of easing motion in 3d, I need to tweak my fps adjustment code for my easing function. Right now, it does NOT run system independent. Want to talk about what a pain in the butt that is?! This is accounting for any "not so smooth" behavior you're experiencing. Fixing that is number three...
3. Easing needs to be FPS adjusted like other rates in the game.
(IMPORTANT) 4. This was concieved as a year long project. Check out the data folder... you'll see an object called citywalls.obj and a folder of texturemapped houses. Thats right, there's going to be a full city in the final game that is based off of the street layouts of my home town, Pittsburgh (using literally hundred year old streetmaps I dug up from our library). There's more trees to be had, which you'll be able to perch in, falling leaves, wheat fields, dialog... Its painful to see how reduced this had to be to have a compilable entry to OMG. :(
So I've got to say this is about 45% of the complete idea I had. The finished game will play much differently, be much much more rewarding, and certainly much less buggy! ; )
Out of curiousity, despite how frustrated that made you, did you still pass along a favorable vote?
P =
as always...thanks for your thoughts!!
-dylan
dfmoore
2005.12.12, 11:05 PM
Oh and whispy particles for the souls- that'll be number 3.5 on my to do list.. nice touch! :)
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