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Pazolli
2002.09.02, 11:10 AM
The first release candidate of the third milestone is now available from our web site:

http://inkubator.idevgames.com/

Please post your comments to this thread on what you feel needs to be done to prepare it for announcement. Comments on the release generally or Hooptie's future are also welcome. It is of course a developer version, so we're not wanting it completely ready for gaming. Just in a state stable and polished enough to make people interested in the game. Comments that just say that you feel the third milestone is ready for announcement are also welcome.

The download is quite hefty: 3.1 MB. All further updates to the fourth milestone will be available in "updater" form for the binaries or from the CVS for the source code (or at least that's the plan).

Could someone please verify that the build does compile correctly their machine?

Shortly after this milestone release, I plan to move to Project Builder 2.0 but this release will likely be using Project Builder 1.1.

Cheers,
Mark

Feanor
2002.09.02, 05:50 PM
It builds fine and plays nicely too, I might add. The new bonus screen is great, and I like the music and sound fx a lot. -- FÎanor

Pazolli
2002.09.03, 07:06 AM
Thanks for your feedback Feanor.

I'm sorry I didn't put any information on HailStone/StormCloud on the new webpage but I'll be sure to update the web page when the project makes a file release.

Mark.

Feanor
2002.09.03, 10:38 AM
Oh, don't worry about that, we don't even have game code yet! Better to just leave it unspoken of; I don't want any attention from anyone who isn't interested in helping out. It would look like vaporware (which it technically is). Maybe when the design and technical documentation are in presentable shape (maybe a month more) I'd feel comfortable announcing something, but probably a couple of more months after that would be better.
-F

DaFalcon
2002.09.05, 01:50 AM
Is it just me or do we now have "dirty" ice blocks? They appear darker overall now than they used to ...

DaFalcon
2002.09.05, 01:52 AM
Hmn.. while walking "down" with time running out ... time ran out. But just as it did, Hooptie appeared to "teleport" to the bottom of the screen (about two tiles up, but the bottom of his available walking space)... that was strange, though it does not affect gameplay (I was, after all, dead at that point!)

DaFalcon
2002.09.05, 02:02 AM
The "about" box still lists the version number as 0.2.4 and ©2001

Pazolli
2002.09.05, 08:48 AM
Originally posted by DaFalcon
Is it just me or do we now have "dirty" ice blocks? They appear darker overall now than they used to ...
Well there certainly have not been any changes to the ice blocks in recent times. Though I have very recently cleaned up the background so that the very subtle grid that appears in all previous versions of Hooptie (including rc1) no longer appears. If you desire please feel free to dive into Hooptie's resources (by control-clicking the application package, selecting the "Show Package Contents" item and editing the "tiff" files you find). Your changes to those files should be implemented on the next run of Hooptie. If you make any positive changes, just e-mail them to me and I'll be sure to implement them.

:)

Hmn.. while walking "down" with time running out ... time ran out. But just as it did, Hooptie appeared to "teleport" to the bottom of the screen (about two tiles up, but the bottom of his available walking space)... that was strange, though it does not affect gameplay (I was, after all, dead at that point!)
I've seen this before and I believe it doesn't occur with the default levels. It does seem to be just a cosmetic bug but it certainly needs to be fixed, though perhaps not until after this milestone release.

The "about" box still lists the version number as 0.2.4 and ©2001
I have downloaded Hooptie from the web page (just then) to check this and it definitely doesn't occur on my end. It is feasible that this is due to something strange happen with the Finder, but are you sure you have the latest version? You should have downloaded the version linked to at the bottom of the new web page (http://inkubator.idevgames.com/) not the version on SourceForge. The link to this version directly is:

http://inkubator.idevgames.com/hooptie-cocoa-0.2.5rc1.dmg

Though if I were a betting man I'd probably say it is OS X not recognizing the changed versions and not that you've got an incorrect version.

Hope this helps,
Mark Pazolli
(keep the comments coming :))

DaFalcon
2002.09.05, 12:09 PM
I'm thinking you're probably right ... I've downloaded the latest version, placed it in the dock, and then when I double-click the application, a NEW hooptie icon appears and starts bouncing in the dock. :confused:

Okay, so now clicking on the icon in the dock brings up the latest/greatest version (I had thought you'd added music and sound effects... (!) :)

I guess it was opening the old Hooptie from the Trash ... when I emptied the trash, double clicking the icon in the finder launched the *right* version.

The transporting hooptie bug did occur while playing level one of the default levels...

As for the dirty iceblocks... I'm seeing the dark colored ones in this picture when I used to see what I actually created ( :) ), which I pasted in this screenshot (the bright colored one)

. . . . . . . . . . http://www.snakequest.com/other/dirtyblocks.jpg

DaFalcon
2002.09.05, 12:19 PM
Apparently when I tried replacing the tiff files, I replaced it with 5-channel data ;-) **CRASH!**

TIFF Error: Cannot handle 5-channel data.
2002-09-05 09:13:31.481 Hooptie[588] An uncaught exception was raised
2002-09-05 09:13:31.481 Hooptie[588] Can't cache image
2002-09-05 09:13:31.482 Hooptie[588] *** Uncaught exception: <NSImageCacheException> Can't cache image
2002-09-05 09:13:32.161 Console[585] Exception raised during posting of notification. Ignored. exception: *** NSRunStorage, _NSBlockNumberForIndex(): index (5148) beyond array bounds (5148)
Sep 5 09:13:31 Graphite crashdump: Crash report written to: /Users/alancarr/Library/Logs/CrashReporter/Hooptie.crash.log

**********

Date/Time: 2002-09-05 09:16:22 -0700
OS Version: 10.2 (Build 6C115)
Host: Graphite.local.

Command: Hooptie
PID: 592

Exception: EXC_BREAKPOINT (0x0006)
Code[0]: 0x00000001Code[1]: 0x90844988

Thread 0 Crashed:
#0 0x90844988 in _NSRaiseError
#1 0x90844810 in +[NSException raise:format:]
#2 0x931c14e0 in -[NSImage lockFocus]
#3 0x000059d4 in -[GameView initWithFrame:]
#4 0x9316162c in -[NSCustomView nibInstantiate]
#5 0x931b9360 in -[NSIBObjectData instantiateObject:]
#6 0x931b9470 in -[NSIBObjectData nibInstantiateWithOwner:topLevelObjects:]
#7 0x93238104 in old_loadNib
#8 0x93237cf4 in +[NSBundle(NSNibLoading) _loadNibFile:nameTable:withZone:ownerBundle:]
#9 0x93237de8 in +[NSBundle(NSNibLoading) loadNibFile:externalNameTable:withZone:]
#10 0x932377f4 in +[NSBundle(NSNibLoading) loadNibNamed:owner:]
#11 0x930d253c in NSApplicationMain
#12 0x000040b0 in main
#13 0x00003fcc in _start
#14 0x00003dfc in start

PPC Thread State:
srr0: 0x90844988 srr1: 0x0002f030 vrsave: 0x00000000
xer: 0x00000000 lr: 0x90844964 ctr: 0x907e4270 mq: 0x00000000
r0: 0x00000000 r1: 0xbffff8d0 r2: 0x24000240 r3: 0xa07ed3b8
r4: 0x9068d51c r5: 0x00000000 r6: 0x90015040 r7: 0x00000000
r8: 0x00057010 r9: 0xa07e0294 r10: 0x00000003 r11: 0x00000000
r12: 0x24000240 r13: 0x00000000 r14: 0x00000000 r15: 0x00000000
r16: 0x0008a740 r17: 0xa309799c r18: 0xa309799c r19: 0xa309799c
r20: 0xa309799c r21: 0x00000000 r22: 0xa30993e8 r23: 0xa30a109c
r24: 0x906cc680 r25: 0x01072000 r26: 0x01147150 r27: 0x00182b30
r28: 0x00000037 r29: 0x011489a0 r30: 0x01146e40 r31: 0x908448a8

DaFalcon
2002.09.05, 12:37 PM
OK, I fixed my bright iceblock graphics so they don't cause Hooptie to crash anymore :-)

here they are:

http://www.snakequest.com/other/55.tiff
http://www.snakequest.com/other/56.tiff


Didn't Hooptie's iceblocks *used* to look like this at one point?

Still no animation for the "got" jewels?

And here are my skipped frames (600 MHz G3 iMac in 10.2 with 256 MB RAM and Photoshop/IE running inactive in the background.... Not bad at all. Though the controls seem sluggish to me... probably a key-repeat problem because Hooptie pauses before changing direction when I have walked him into a wall by holding down a directional key.

0 123 80.9
1 24 15.8
2 4 2.6
3 0 0
4 1 0.7
5 0 0

Pazolli
2002.09.07, 02:37 AM
Originally posted by DaFalcon
OK, I fixed my bright iceblock graphics so they don't cause Hooptie to crash anymore :-)

here they are:

http://www.snakequest.com/other/55.tiff
http://www.snakequest.com/other/56.tiff

Didn't Hooptie's iceblocks *used* to look like this at one point?
Definitely and playing Hooptie on my machine (running OS 10.1.x) they've always looked "clean", but when I open non-Cocoa apps I get them looking "dirty". My feeling is I probably ran the files through something strange and a glitch in the AppKit framework which was fixed in 10.2 kept them looking right on my machine. However the good news is that I've replaced the files so that they should look right for everybody in all future versions.
Still no animation for the "got" jewels?
Sorry, no. But they can and will be implemented (though not for this milestone).
And here are my skipped frames (600 MHz G3 iMac in 10.2 with 256 MB RAM and Photoshop/IE running inactive in the background.... Not bad at all. Though the controls seem sluggish to me... probably a key-repeat problem because Hooptie pauses before changing direction when I have walked him into a wall by holding down a directional key.
If you sort of pre-empt Hooptie hitting the wall (that is press the other way while he's moving towards the tile next to the wall) does Hooptie still go to his standing position?

0 123 80.9
1 24 15.8
2 4 2.6
3 0 0
4 1 0.7
5 0 0

Those are pretty cool stats. Especially for an iMac G3. My guess is Jaguar's Quartz Extreme probably made a bit of a difference.

Just 'cause I haven't said it in a while, thanks for all your work DaFalcon. :)

Hopefully we'll get Hooptie out before the year's end. And I have decided to take a look at this end-of-game bug before making this milestone release.

Keep the bug reports comming.

Cheers,
Mark.

Pazolli
2002.09.07, 03:14 AM
Fixed the time out death bug with one line of code. :cool:

(if that doesn't deserve a cool guy smilie face I don't know what does :D)

Mark.

DaFalcon
2002.09.07, 03:49 AM
My machine isn't even QE enabled... I was as surprised as you were by the stats...

Good job with the death-bug fix :cool:

As for the non-responsive Hooptie problem... it seems to happen no matter what I do during the course of play. It is rather difficult to play a reactive arcade game that doesn't actually react to your controls some of the time! :-) It'll happen pretty consistently if I walk in a direction and then u-turn to head the other way; often hooptie will stop and stare at me for a moment before cooperating...

DaFalcon
2002.09.07, 03:52 AM
I like the Game Over music, but could we have a click-thru option at that screen like in the story screen since it is kind of long (and I die an awful lot :) )

Pazolli
2002.09.07, 04:21 AM
I've now heavily improved performance on the time bonus screen but I've implemented something to stop it from going to fast. I'll release a updater with all the above changes soon and when I do I'll need to know if you feel the bonus screen is too slow (or even) too fast.

But as I say the updater is not yet available.

Cheers,
Mark Pazolli

Pazolli
2002.09.07, 10:57 AM
As for the non-responsive Hooptie problem... it seems to happen no matter what I do during the course of play. It is rather difficult to play a reactive arcade game that doesn't actually react to your controls some of the time! :-) It'll happen pretty consistently if I walk in a direction and then u-turn to head the other way; often hooptie will stop and stare at me for a moment before cooperating...

That is a concern. However I just played Hooptie on my original iBook 300 MHz and it played surprisingly well. If you are playing music in-game (that is you don't have "No Music" selected in the "Jukebox" menu) you would be putting a pretty massive load on your Mac and that would probably explain the difficulties. Hence you should select the "No Music" option (I've actually made it so that option is selected by default). You should also try running Hooptie with only the Finder open in the background.

If none of the above helps, there are a few questions I have to better diagnose the problem. Firstly Hooptie is tile-based and Hooptie won't change his motion during a move between tiles, only after he reaches tile. Considering that, my understanding of what you're saying is that if you were say moving right, and then in between tiles you pressed and held the left key, when Hooptie reaches the tile to his right he would turn to face forward for a few frames before turning and moving left. Is that an accurate description of the problem? If this is so, then that doesn't typically happen on my Mac(s) with the music off. So my next question is how often does it happen? And when it happens do you ever hear your hard drive ticking? And do other sprites continue to move (or does the whole game stutter)?

I like the Game Over music, but could we have a click-thru option at that screen like in the story screen since it is kind of long (and I die an awful lot)

This is a good idea for the milestone release after this one. In the mean time you can use Command-N to cut the game over screen short.

By the time you read this I may have posted a patch for the milestone, check the web page (http://inkubator.idevgames.com/).

Mark.

DaFalcon
2002.09.07, 12:04 PM
Well, I played with just the finder running (I even quit classic, which I usually have lurking in the background) and the same thing happened (Jukebox music had been off the whole time). It seemed as though Hooptie simply wouldn't register a key-press, but when I held the key for a short period of time, he would catch on and *then* move. It happened on occasion, but certainly not every time. All other sprites would continue to move.

I decided to tinker with Keyboard settings in System Prefs and found that by setting "Delay until repeat" to the far end of the "short" side, I no longer have problems. It seems that there is still some issue with the code if it is not recognizing keystrokes, but it seems that a viable work-around would be to just override the system "delay until repeat" for Hooptie.

Pazolli
2002.09.07, 09:14 PM
Excellent debugging DaFalcon. :)

But unfortunately I wasn't able to reproduce the bug on my end, I even set the Key Repeat Rate to slow and Delay Until Repeat to off and found no significant change in the way game played. You see technically Hooptie shouldn't be reliant on repeat keys, just how quickly the system passes on keyDown messages to the application. But I will make sure to take a look at the key handling mechanisms again, soon. It might be something specific to Jaguar, can anyone else reproduce this situation (on any Mac OS X)?

Mark.

Pazolli
2002.09.08, 11:28 AM
I think I may have fixed the key detection bug. We're definitely going to release a third release candidate so you can check out whether what I've done has worked (or alternatively made the problem worse) then. Also is the bonus screen speed right? As I say we're now in the wonderful position of being able to speed it up or slow it down as we please.

Lastly, a message to everyone, does anyone have any comments on the current release candidate? If you do, please make contact with us (we don't bite :D).

Cheers,
Mark.

Kjurtyl
2002.09.08, 12:27 PM
On my machine, since some music plays while the bonus screen is running, I get a slight speed hit till the music stops. Personally, I'd like the bonus screen to go really really fast, but that's probably just me. ;)

- Kjurtyl

DaFalcon
2002.09.08, 08:40 PM
The bonus screen speed improvement is great... I like how it seems to do a good job of ending just as the music ends as long as there is enough bonus...

I also agree with Kjurtyl that really fast is always good for a bonus screen ... but we'd need a shorter bonus music track to speed it up more.

Pazolli
2002.09.14, 05:39 AM
Ok, I think I'll add a speed-up option to the preferences after we're done with this milestone release. On another note, I've released the third release candidate for the third milestone release. The only difference between it and the previous release candidate is some changes which may (fingers crossed) prevent the key detection difficulties DaFalcon was reporting previously. DaFalcon, could you download the updater from our web page (http://inkubator.idevgames.com/) and see whether the changes do make a difference.

Cheers,
Mark.

DaFalcon
2002.09.14, 11:51 AM
Unfortunately, the problem still exists after the update (I double-checked the version: 0.2.5rc3).... I changed my "delay until repeat" to the slowest setting and Hooptie still had the same problem:

I would walk left, then press and hold 'right' between tiles, Hooptie would reach the tile and then start walking right, so I wait and press and hold left, and Hooptie would again reach the tile and start waddling left. Then I'd wait and press and hold right and he would reach his time and stop and stare at me for *at least* 2 full seconds (with enemies walking around me) before finally deciding to turn and waddle right. Then I'd press left and again he would reach his tile and pause and face forward unit key repeat set in, and then he'd finally catch on and move left.

Is there a way to check for keyDown instead of keyPressed, or is that what you did? I am using the standard Apple Pro Keyboard (USB) that came with my iMac.
I also recently upgraded my RAM (256->768MB) but that doesn't have any effect on it.

I just changed my key repeat settings back so that I can actually play Hooptie :)

The Out Of Time teleporting bug does appear to be gone.

Music does have a significant impact on my computer: (with a number of other apps running)
0 0 0.0
1 1 2.6
2 0 0.0
3 2 5.3
4 1 2.6
5 0 0.0
6 1 2.6
7 0 0.0
8 2 5.3
9 3 7.9
10 5 13.2
11 1 2.6
12 3 7.9
13 1 2.6
14 3 7.9
15 2 5.3
16 1 2.6
17 5 13.2
18 2 5.3
19 1 2.6
20 0 0.0
21 2 5.3
22 0 0.0
23 1 2.6
24 1 2.6

And with no music: (and the same apps running)
0 28 90.3
1 2 6.5
2 0 0.0
3 0 0.0
4 1 3.2
5 0 0.0
6 0 0.0
7 0 0.0
8 0 0.0
9 0 0.0
10 0 0.0
11 0 0.0
12 0 0.0
13 0 0.0
14 0 0.0

Josh
2002.09.14, 01:47 PM
I am expiriencing the same problem as DaFalcon with the delay to responding to the key. At first I thought it was just because my computer was slow (beige G3/266).

DaFalcon
2002.09.14, 02:11 PM
Jabber, have you tried changing your "delay until repeat" in keyboard in system preferences to see if that helps the problem on your computer too? I know its not a "real" fix, especially because it changes how you use your whole computer (in a sense) but at least it makes Hooptie more playable ;-)

Pazolli
2002.09.14, 09:49 PM
Okay I will now try differentiating between a keyDown and repeated keyDown event and ignoring the latter. I have still not been able to reproduce the bug on either my PowerBook G4 or iBook 300 MHz (despite trying a range of keyboard settings). Both of my computers are using Mac OS 10.1.x but DaFalcon's computer is using 10.2, so this leads to the obvious question, jabber what are you using?

If my latest attempts at a fix don't work. I will as a last resort release something to let you see what Hooptie thinks the key states are and when. Hopefully we should be able to resolve this bug soon, but it may well mean downloading a few < 100 kB updaters. I may be able to prepare a possible updater tonight.

Mark.

DaFalcon
2002.09.15, 01:20 AM
I now have DSL so downloads are much more inconsequential than they once were. I'm willing to try anything I can to help track down this bug.

Pazolli
2002.09.17, 10:56 AM
I just installed Jaguar and am now able to reproduce the bug on my end. I'll try to release a patch for it soon (though it could be difficult to track down).

Cheers,
Mark.

DaFalcon
2002.09.17, 07:20 PM
Hopefully it is easier to track down now that you 'get to' experience it for yourself :-) You can test to see if something worked directly. Of course let me know if there's anything I can do to help!

I don't remember if any of the level editors made it to really usable form ... did they? If so, where do I find them/it..?

Pazolli
2002.09.17, 09:19 PM
There are a few out there, but I think the text editor is still the way to go, it gives you power over the property keys. Also if you are doing level editing download this file (http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/inkubator/hooptie/obj-c/documentation/map_values.rtf) by clicking the download link. The only thing which isn't in there is your flying bots which I believe are '5'.

Mark.

Josh
2002.09.18, 03:03 PM
Odd. I am using Mac OS X 10.1. Though I think the problem may be with my keyboard and not with Hooptie because I have been having some problems with the keyboard and other apps. I will try replacing my keyboard and then I will tell you how it is.

Pazolli
2002.09.20, 05:38 AM
I've posted the patch for Release Candidate 4 on our web page (http://inkubator.idevgames.com/). This patch dramatically improves sound performance because it causes Hooptie to use uncompressed AIFF files instead of the non-native WAV file format. I'm also no longer able to reproduce the stalled Hooptie problem (which is surprising because all I've changed is the audio). Please download the patch and tell me if the stalled Hooptie problem persists (other comments are of course always welcome as well).

Cheers,
Mark.

Pazolli
2002.09.23, 05:04 AM
I've now posted the patch to Release Candidate 5 on our web page (http://inkubator.idevgames.com/), it may slightly improve performance. Please download it and advise me if the stalling bug still persists. With a bit of luck this should be the final release candidate. As always you must download all patches you haven't yet implemented, before implementing the latest.

Cheers,
Mark.

DaFalcon
2002.09.23, 10:09 AM
I can confirm that the Hooptie Stalled bug appears to have dissapeared with the update to RC 4... I also updated to RC 5 to make sure it didn't re-appear for some reason, and it is still gone :-) Also, there are sounds for the "3...2...1..." when I'm fairly certain there didn't used to be. And I could swear that there didn't used to be a melody during the splash screen, just the rest of the soundtrack, but I won't swear it because my memory loves to play funny tricks on me.... Anyway, it runs really great; no problems at all to report in my limited testing!

Sorry it took me so long to check updater 4 ... You're sure all you changed was the sound?? :)

Josh
2002.09.23, 10:35 PM
Switching the keyboard fixes the problem for the most part.

Josh
2002.09.24, 06:24 PM
I think I would like to be part of the Hooptie team. Do you have any tasks that even a Cocoa newbie could complete? Only problem will be that my Mac OS X computer is not connected to the internet so is there a way to commit a change using Mac OS 9? Or am I counting my chickens before they hatch, so to speak? :p

Kjurtyl
2002.09.24, 10:52 PM
I don't know about which tasks still need doing, so I can't really answer your first question.

But I can answer the other one!

Hooptie's contributions are handled via CVS, there's a help/documentation file around that should detail how to access/commit from OS 9. I feel it's a little more complicated that way than Mac OS X (did I get that right?) but it should be perfectly workable IF you *read* the instructions and follow them.

The file should be with Hooptie's latest distro which I assume you have downloaded already.

It's true that you won't need to worry about commits before you've got something to send over, yet you may want to try out the CVS by checking out a copy of Hooptie.

That way it'll mean less testing/frustration for when you do have something to share.

Also, if there's anything you notice in the code or that springs to mind that you'd like to modify/try out with Hooptie, go ahead and try it. We'll help you out as much as we can.

That's the good thing about CVS, we can all work on our own copy of the code without messing with each other's work AND easily blend every change we make towards an uberversion once our work is done.

- Kjurtyl.

Pazolli
2002.09.25, 10:32 AM
Originally posted by DaFalcon
I can confirm that the Hooptie Stalled bug appears to have dissapeared with the update to RC 4... I also updated to RC 5 to make sure it didn't re-appear for some reason, and it is still gone :-)
Joy! :)
Also, there are sounds for the "3...2...1..." when I'm fairly certain there didn't used to be. And I could swear that there didn't used to be a melody during the splash screen, just the rest of the soundtrack, but I won't swear it because my memory loves to play funny tricks on me.... Anyway, it runs really great; no problems at all to report in my limited testing!

Sorry it took me so long to check updater 4 ... You're sure all you changed was the sound?? :)
Yes, the problems with sound were quite substantial with Jaguar (and not apparent on OS 10.1). The sounds for 3, 2, 1... were always there, they just weren't liked in their "WAV" format by Jaguar. The melody during the splash screen was previously only enabled with music, then I decided everything except game playing music should play with music disabled and nothing should play with sounds and music disabled. It may sound strange but I think it works out well.

Cheers for the feedback.

It's fantastic to have a version ready for Milestone III. :)

Mark.

Pazolli
2002.09.25, 10:43 AM
Originally posted by jabber
I think I would like to be part of the Hooptie team. Do you have any tasks that even a Cocoa newbie could complete?
If you don't mind seeking out some sounds and music on the side, implementing more sounds and music is a mundane task but would really help. (iDev archives should have a few sounds to begin with). Otherwise more exciting tasks should hopefully appear soon.
Only problem will be that my Mac OS X computer is not connected to the internet so is there a way to commit a change using Mac OS 9? Or am I counting my chickens before they hatch, so to speak? :p
It is possible to connect and submit to the CVS with Mac OS 9 (or so I believe) but not easy and there's no documentation from the project on how to do it (sorry :(). The good news is, with MacCVS Pro (see website (http://inkubator.idevgames.com/)), you could easily check out the latest version of the Hooptie source using Mac OS 9, you could then mail me (pazolli@idevgames.com) your changes. If you kept an unaltered version of the code by your side you could use "diff -c" to compare the two on Mac OS X and send me the results making the changes even easier. However, generally it really does pay to have Mac OS X connected to the Internet (and it's usually not too difficult to do).

Thank you for your offer,
Mark.

Pazolli
2002.09.25, 10:53 AM
Originally posted by Kjurtyl
Also, if there's anything you notice in the code or that springs to mind that you'd like to modify/try out with Hooptie, go ahead and try it. We'll help you out as much as we can.

This is a really good point I forgot to mention, generally the best changes come from an independent mind. So if you see a small change (or even a big change) that you feel could really make a different feel free to have a go and implement it, if you get stuck, we can help you out.

Mark.

DaFalcon
2002.09.25, 03:45 PM
I think that the sound/music convention works out quite nicely the way you have it set up now .. good choices :-)

Another good resource for sounds are Carlos's recently uploaded sound resources. I've downloaded them and listened, but I'll listen again with an ear out for Hooptie SFX.

Josh
2002.09.26, 08:31 AM
Originally posted by Pazolli
If you don't mind seeking out some sounds and music on the side, implementing more sounds and music is a mundane task but would really help. (iDev archives should have a few sounds to begin with). Otherwise more exciting tasks should hopefully appear soon.I shall do that.It is possible to connect and submit to the CVS with Mac OS 9 (or so I believe) but not easy and there's no documentation from the project on how to do it (sorry :(). The good news is, with MacCVS Pro (see website (http://inkubator.idevgames.com/)), you could easily check out the latest version of the Hooptie source using Mac OS 9, you could then mail me (pazolli@idevgames.com) your changes.I have already figured out how to check out the source, it was just the commiting that I was confused about. If/when I make changes I will email the results of diff -c to you.However, generally it really does pay to have Mac OS X connected to the Internet (and it's usually not too difficult to do).I would love to have it connected to the internet, but my parents do not want me to. :(

DaFalcon
2002.09.27, 01:30 AM
So what is the ET(release) for Milestone III now that we've cleared up all found bugs? :-)

Pazolli
2002.09.27, 04:24 AM
It's already out and has been for a few days, I just haven't quite prepared for large-scale announcements yet. For those who have release candidate five there's really no need to update. If someone (i.e. anyone) could download the disk image from SourceForge (http://sourceforge.net/projects/inkubator/) and verify it compiles fine on PB2, that would be much appreciated, otherwise I'll announce it on iDevGames and then to all our members soon.

Cheers,
Mark.

DaFalcon
2002.09.27, 03:20 PM
Oh :-) Very cool.

Josh
2002.09.27, 03:42 PM
Should you be curious as to what my skipped frames were:

0 26 27.4
1 18 18.9
2 12 12.6
3 15 15.8
4 8 8.4
5 7 7.4
6 2 2.1
7 0 0.0
8 1 1.1
9 1 1.1
10 2 2.1
11 1 1.1
12 1 1.1
13 1 1.1

Yeah, they're not near those of DaFalcon but they are playable.