Alright, I've managed to play. The error I got was because I was blocking cookies, and didn't expect I'd need the enabled them. You should probably try to detect whether cookies are enabled and show a warning if they aren't.
The game feels way better on my desktop, seems like my crappy notebook indeed caused the performance issues. However, there still were minor lags now and then, which I think are related to the 404 HTTP errors that were reported to chromium's console from time to time. It also felt as if the performance was slowly degrading over time, maybe you leak some memory?
Turns out the missing WASD movement was caused by an chrome extension that intercepted these keys.
Concerning the performance, I was playing on a notebook with 3 GB RAM, a 2 GHz dualcore Intel CPU and Intel graphics. I also tried to play in on my desktop now (4 GB RAM, 2.8 GHz hexacore, Geforce GTX 460 SE) to check whether the experience would be different, but when I click on "play as guest", I get this error message:
I didn't want to sign up for your forums, so I'll post this here:
I tried the alpha, it looks good so far. However, here are some issues I had with it:
There's a sign somewhere that says "William the Blacksmith" or something like that. Unfortunately, the sign isn't wide enough, so that the writing floats in the air on both sides. Your engine should probably rescale signs in order to match the writings. There's also a small plane with a texture floating in front of the rune stone.
I'm not sure whether this is a performance issue of my laptop or whether it's the game itself, but the controls felt kind of bumpy -- moving happened in small steps like on a grid instead of being continuous, and when I tried turning around my character often reacted only after a short lag. Also, there's no WASD movement :(.
In the castle on the highest hill, if you go to the basement, there's grass coming through the wall. There are also issues with the collision detection -- if you jump around on the stairs to the basement, you can jump through the stairs and actually even jump through the wall. I also encountered a cloud that wasn't flying high enough, so that half of it was sunken through the ground of the hill.
That being said, I think that if you keep up the good work, your game has quite some potential. (I also wondered whether a technque llike this one might be interesting for your project).
On a note, are any of these more "professional" audio suits scriptable? It might be worth the effort of writing import/export plugins in order to spread the word about FLAC/Vorbis.
This has alread been discussed here. My opinion on the topic is that FLAC should always be preferred (over both Ogg Vorbis and MP3). This way everyone can convert the track to whatever format and bitrate (s)he needs. However, it has been pointed out that uploading a FLAC encoded track might be impossible for people with slower internet connections. If that's the case I'd prefer Ogg Vorbis over MP3.
As for Villages, I didn't run into any problems compiling it. But anyway, here's a patch that removes the local SDL include directories from the CMakeLists.txt and uses the system-wide include directory instead. This means you'll need development packages for a couple of SDL libraries, but I think you'll figure out the correct ones by yourself. To apply the patch, copy it into the game's directory and run:
patch -u CMakeLists.txt villages.patch
I hope that resolves the build issues you're having with Villages.
@pennomi: The next challenge is scheduled for December 21st, so I guess this was an accident. I'll fix it.
Alright, I've managed to play. The error I got was because I was blocking cookies, and didn't expect I'd need the enabled them. You should probably try to detect whether cookies are enabled and show a warning if they aren't.
The game feels way better on my desktop, seems like my crappy notebook indeed caused the performance issues. However, there still were minor lags now and then, which I think are related to the 404 HTTP errors that were reported to chromium's console from time to time. It also felt as if the performance was slowly degrading over time, maybe you leak some memory?
I'm using chromium on Archlinux.
Turns out the missing WASD movement was caused by an chrome extension that intercepted these keys.
Concerning the performance, I was playing on a notebook with 3 GB RAM, a 2 GHz dualcore Intel CPU and Intel graphics. I also tried to play in on my desktop now (4 GB RAM, 2.8 GHz hexacore, Geforce GTX 460 SE) to check whether the experience would be different, but when I click on "play as guest", I get this error message:
These are great, thanks for sharing!
I didn't want to sign up for your forums, so I'll post this here:
I tried the alpha, it looks good so far. However, here are some issues I had with it:
There's a sign somewhere that says "William the Blacksmith" or something like that. Unfortunately, the sign isn't wide enough, so that the writing floats in the air on both sides. Your engine should probably rescale signs in order to match the writings. There's also a small plane with a texture floating in front of the rune stone.
I'm not sure whether this is a performance issue of my laptop or whether it's the game itself, but the controls felt kind of bumpy -- moving happened in small steps like on a grid instead of being continuous, and when I tried turning around my character often reacted only after a short lag. Also, there's no WASD movement :(.
In the castle on the highest hill, if you go to the basement, there's grass coming through the wall. There are also issues with the collision detection -- if you jump around on the stairs to the basement, you can jump through the stairs and actually even jump through the wall. I also encountered a cloud that wasn't flying high enough, so that half of it was sunken through the ground of the hill.
That being said, I think that if you keep up the good work, your game has quite some potential. (I also wondered whether a technque llike this one might be interesting for your project).
Good luck!
On a note, are any of these more "professional" audio suits scriptable? It might be worth the effort of writing import/export plugins in order to spread the word about FLAC/Vorbis.
The images were broken (as opengameart doesn't support BBCode), so I've updated your post.
This has alread been discussed here. My opinion on the topic is that FLAC should always be preferred (over both Ogg Vorbis and MP3). This way everyone can convert the track to whatever format and bitrate (s)he needs. However, it has been pointed out that uploading a FLAC encoded track might be impossible for people with slower internet connections. If that's the case I'd prefer Ogg Vorbis over MP3.
As for Villages, I didn't run into any problems compiling it. But anyway, here's a patch that removes the local SDL include directories from the CMakeLists.txt and uses the system-wide include directory instead. This means you'll need development packages for a couple of SDL libraries, but I think you'll figure out the correct ones by yourself. To apply the patch, copy it into the game's directory and run:
I hope that resolves the build issues you're having with Villages.
And yet another build script! This time it's for Blood Moon. Same procedure as last time.
Pages