New member, some invaders and question on flickering screen
New member, some invaders and question on flickering screen
Since this is my first post on this Forum I say hello to you all!!!
In a few weeks time I made THIS Invaders clone.
It's not 100% done but it's quite playable. At least on my system. At work however, wenn I started the game, all I could see was flickering.
I've done some tests and it seems that the problem has to do with the 'clearscreen' command. Because, wenn I change clearscreen into a large empty sprite everything's o.k.
Is this a known issue or am I doing something wrong?
I searched the forum. There are people with similar issues but they seemed to solved them by putting a 'delay' in the code. This didn't work for me.
That's it, I hope you can help and I hope you like my Invaders clone.
Greetings,
In a few weeks time I made THIS Invaders clone.
It's not 100% done but it's quite playable. At least on my system. At work however, wenn I started the game, all I could see was flickering.
I've done some tests and it seems that the problem has to do with the 'clearscreen' command. Because, wenn I change clearscreen into a large empty sprite everything's o.k.
Is this a known issue or am I doing something wrong?
I searched the forum. There are people with similar issues but they seemed to solved them by putting a 'delay' in the code. This didn't work for me.
That's it, I hope you can help and I hope you like my Invaders clone.
Greetings,
No flickering here, nice work. 

www.posemotion.com
PureBasic Tools for OS X: PureMonitor, plist Tool, Data Maker & App Chef
Even the vine knows it surroundings but the man with eyes does not.
PureBasic Tools for OS X: PureMonitor, plist Tool, Data Maker & App Chef
Even the vine knows it surroundings but the man with eyes does not.
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Thanks for the nice responce!
This was my second game that's actually playable and not half done and abandoned. This says something about the power of Purebasic!
More on the flickering issue:
After updating the drivers(Vanta) and directx the problem stayes the same. And wenn I run the flollowing code (codeexample in Purebasic):
The result is:
320x200x8@0Hz
320x240x8@0Hz
400x300x8@0Hz
480x360x8@0Hz
512x384x8@0Hz
640x400x8@0Hz
640x480x8@0Hz
720x480x8@0Hz
720x576x8@0Hz
800x600x8@0Hz
960x720x8@0Hz
1024x768x8@0Hz
1152x864x8@0Hz
1280x1024x8@0Hz
320x200x16@0Hz
320x240x16@0Hz
...
On all the videomodes the framerate is 0Hz. Is this correct?
Greetings
This was my second game that's actually playable and not half done and abandoned. This says something about the power of Purebasic!
More on the flickering issue:
After updating the drivers(Vanta) and directx the problem stayes the same. And wenn I run the flollowing code (codeexample in Purebasic):
Code: Select all
InitSprite()
If ExamineScreenModes()
While NextScreenMode()
Debug Str(ScreenModeWidth())+"x"+Str(ScreenModeHeight())+"x"+Str(ScreenModeDepth())+"@"+Str(ScreenModeRefreshRate())+"Hz"
Wend
EndIf
320x200x8@0Hz
320x240x8@0Hz
400x300x8@0Hz
480x360x8@0Hz
512x384x8@0Hz
640x400x8@0Hz
640x480x8@0Hz
720x480x8@0Hz
720x576x8@0Hz
800x600x8@0Hz
960x720x8@0Hz
1024x768x8@0Hz
1152x864x8@0Hz
1280x1024x8@0Hz
320x200x16@0Hz
320x240x16@0Hz
...
On all the videomodes the framerate is 0Hz. Is this correct?
Greetings
with your code the result is (Geforce 4200)
Code: Select all
640x480x8@60Hz
640x480x16@60Hz
640x480x32@60Hz
320x200x8@75Hz
320x240x8@60Hz
320x240x8@70Hz
320x240x8@72Hz
320x240x8@75Hz
400x300x8@60Hz
400x300x8@70Hz
400x300x8@72Hz
400x300x8@75Hz
480x360x8@60Hz
480x360x8@70Hz
480x360x8@72Hz
480x360x8@75Hz
512x384x8@60Hz
512x384x8@70Hz
512x384x8@72Hz
512x384x8@75Hz
640x400x8@60Hz
640x400x8@70Hz
640x400x8@72Hz
640x400x8@75Hz
320x200x8@60Hz
640x480x8@70Hz
640x480x8@72Hz
640x480x8@75Hz
720x480x8@60Hz
720x576x8@60Hz
800x600x8@60Hz
800x600x8@70Hz
800x600x8@72Hz
800x600x8@75Hz
848x480x8@60Hz
848x480x8@70Hz
848x480x8@72Hz
848x480x8@75Hz
960x600x8@60Hz
960x600x8@70Hz
960x600x8@72Hz
960x600x8@75Hz
1024x768x8@60Hz
1024x768x8@70Hz
1024x768x8@72Hz
1024x768x8@75Hz
320x200x16@60Hz
320x200x16@70Hz
320x200x16@72Hz
320x200x16@75Hz
320x240x16@60Hz
320x240x16@70Hz
320x240x16@72Hz
320x240x16@75Hz
400x300x16@60Hz
400x300x16@70Hz
400x300x16@72Hz
400x300x16@75Hz
480x360x16@60Hz
480x360x16@70Hz
480x360x16@72Hz
480x360x16@75Hz
512x384x16@60Hz
512x384x16@70Hz
512x384x16@72Hz
512x384x16@75Hz
640x400x16@60Hz
640x400x16@70Hz
640x400x16@72Hz
640x400x16@75Hz
320x200x8@70Hz
640x480x16@70Hz
640x480x16@72Hz
640x480x16@75Hz
720x480x16@60Hz
720x576x16@60Hz
800x600x16@60Hz
800x600x16@70Hz
800x600x16@72Hz
800x600x16@75Hz
848x480x16@60Hz
848x480x16@70Hz
848x480x16@72Hz
848x480x16@75Hz
960x600x16@60Hz
960x600x16@70Hz
960x600x16@72Hz
960x600x16@75Hz
1024x768x16@60Hz
1024x768x16@70Hz
1024x768x16@72Hz
1024x768x16@75Hz
320x200x32@60Hz
320x200x32@70Hz
320x200x32@72Hz
320x200x32@75Hz
320x240x32@60Hz
320x240x32@70Hz
320x240x32@72Hz
320x240x32@75Hz
400x300x32@60Hz
400x300x32@70Hz
400x300x32@72Hz
400x300x32@75Hz
480x360x32@60Hz
480x360x32@70Hz
480x360x32@72Hz
480x360x32@75Hz
512x384x32@60Hz
512x384x32@70Hz
512x384x32@72Hz
512x384x32@75Hz
640x400x32@60Hz
640x400x32@70Hz
640x400x32@72Hz
640x400x32@75Hz
320x200x8@72Hz
640x480x32@70Hz
640x480x32@72Hz
640x480x32@75Hz
720x480x32@60Hz
720x576x32@60Hz
800x600x32@60Hz
800x600x32@70Hz
800x600x32@72Hz
800x600x32@75Hz
848x480x32@60Hz
848x480x32@70Hz
848x480x32@72Hz
848x480x32@75Hz
960x600x32@60Hz
960x600x32@70Hz
960x600x32@72Hz
960x600x32@75Hz
1024x768x32@60Hz
1024x768x32@70Hz
1024x768x32@72Hz
1024x768x32@75Hz
Thanks!Blade wrote:Coding an Inveders clone is not so difficult, coding a PERFECT clone is a great job! Congratulations!
I had to check the code to see if it was an emulator like Mame instead of a "real" game
The difficulty with those games is to figure out wenn things are triggered. In those days they did not use random generators. For example the points you get wenn you hit the Ufo depends on the shots you fired. Wenn you hit the Ufo with your 1st shot you get 50 points, 2nd shot 50 points, 3th shot 100 points ... 8th shot 300 points ... 15th shot 100 points. then it starts all over. So back in the days all the expert Space Invaders players counted their shots! In my clone this trick and the 'death row' trick works like in the original. There are however things that I did not figure out yet. For example the way the bombs drop. In my clone they drop just randomly.
Greetings,
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- Enthusiast
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Thanks!Droopy wrote:try changing your monitor as Plug & Play monitor in windows
This did not work, but changing the gfxdriver to an older version did!
I found out that a Vanta gfx-card uses a tnt2 chipset. After searching the forum on this I found a solution: Just install the old gfxdrivers. And it works!
Greetings