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Posted: Mon May 16, 2005 9:02 pm
by dagcrack
yay still way too fast!
when Im debugging the speed drops down and it goes nicely (although still a little too fast).. when im not, its flash (very fast) again!
Its kinda bizarre (the music, the graphics, the player, etc)

not work :(
Posted: Mon May 16, 2005 9:08 pm
by zefiro_flashparty
VOODOO provocó un error de página no válida en el
módulo VOODOO.EXE de 0167:00407a20.
Registros:
EAX=00000000 CS=0167 EIP=00407a20 EFLGS=00010282
EBX=00799454 SS=016f ESP=0075fe14 EBP=004358e0
ECX=0075ff68 DS=016f ESI=56668c38 FS=36cf
EDX=00000000 ES=016f EDI=00000000 GS=0000
Bytes en CS:EIP:
,02x ,02x ,02x ,02x ,02x ,02x ,02x ,02x ,02x ,02x ,02x ,02x ,02x ,02x ,02x ,02x
Volcado de pila:
,08x ,08x ,08x ,08x ,08x ,08x ,08x ,08x ,08x ,08x ,08x ,08x ,08x ,08x ,08x ,08x
Posted: Mon May 16, 2005 10:36 pm
by DoubleDutch
Does this error happen straight away?
-Anthony
Posted: Tue May 17, 2005 3:03 pm
by DoubleDutch
Also, did the last version work okay???
Posted: Wed May 18, 2005 12:47 am
by DoubleDutch
zefiro_flashparty: Does this work okay?
http://www.doubledutchdesigns.com/download/voodoo.exe
The only change is now using "ogg" vs Freds "MXM" library, if it works then that means there is a bug in the MXM library...
-Anthony
Posted: Fri May 20, 2005 6:47 pm
by gpetersz
I agree with dagcrack it is too fast.
It is not a program error, but design instead. I think that you should make a guy a bit slower. On the other side it is a great one, I liked wondering around but (forgive me, maybe It's my fault) I cannot enter any of the buildings (pyramids, caves and so). Maybe because it is only a WIP.
I liked:
The character
The style
It is stable. It ran on my wife's Geforce2MX400, A1700XP+ well, and it ran
on my A64 3000+, Radeon 9600Pro even better.
The background is fine
I didn't like:
The blurry look. I guess it is a 3D sprite and zoomed. It ruins the well drawn character, in my opinion.
The character is too fast for me (especially left/right)
The graphs (pre-screen) needs a little bit more work, it has great style and potential, but it seems unfinished.
Summarized, It gots a big bravo from me and I hope the project will be finished! I am a great fan of retro-gaming!
Posted: Sat May 21, 2005 4:13 am
by DoubleDutch
Hi, Thanks for the comments & testing.
The problem with moving it slower is the scroll, because the screen will have to scroll (horizontally) at 60 pixels/sec - to keep a screen from juddering - with a 60 frames per sec hscroll you have to move it at 60 pixels per second.

Otherwise your eyes will see a slight judder on horizontal movement.
But also, Sonic was much faster than this and how fast would you run if you were on limited time with a voodoo mask stuck to your head?
More will become apparent when there are baddies. The reason for the zoomed up sprites is that there is a limit of 256x256 for 3D sprites on a lot of graphic cards. The final screen drawn is a 256x256 sprite, this makes it easy to do some effects when going from one level to another, zooming, rotating, fading, etc.
Yep, its a WIP... You will be able to go into temples/huts soon. At present I'm just putting in the frontend, options, panel and the jungle "baddies". Completing the 1st temple (the temple of the spiders) will let you out of that area of the jungle.
Don't know what to do about the title screen, the original one has a lot of stipple due to lack of colours. Anyone want to draw a new one (for free)?
-Anthony
Posted: Sat May 21, 2005 4:59 am
by gpetersz
Great!
The "don't like" category shouldn't bother you much, it is subjective.
That's exactly why I wasn't a Sonic fan.
On the other side that was a side-scroller platformer. The speed here
is only annoys me a bit when moving directly left/right the other directions just fine.
Maybe we should ask Fred for some solution about the extension of the "power of 2 geometry".
I mean, there is a 3D sprite package "Nuloen" for Blitz3D that solves this problem (I bought it). I guess (though I haven't looked up in the source) that the guy somehow uses 2 or more sprites to cover your full image.
Posted: Sat May 21, 2005 12:25 pm
by DoubleDutch
The horizontal scroll problem has another factor - because its isometric and the map is still 2D, you have to move twice the distance in the X direction to reach an available position. I will try figure out a solution, but the easiest one involves horizontal control being 16 frames at 1 "1/2 pixel" rather than the current 8 at 2 "1/2 pixels" (1 pixel).
8 frames however is the worst I can go before you really start to notice that control is removed for a certain amount of time (to keep the player at map positions). If I don't keep the player at map positions then visual map problems become apparent.
Another solution would be to make him move faster in all other directions to match the horizonal one, I will try this out...
Thanks for the feedback, I'm glad it was horizontal speed you had problems with.
-Anthony
Posted: Sat May 21, 2005 1:34 pm
by gpetersz
Seems good solution for me, go ahead with what you find best.
I still LOVE the character! Well drawn and animated.
Posted: Sat May 21, 2005 1:36 pm
by Dare2
Hi DoubleDutch,
That is pretty neat. With regards speed, could you just have a toggle switch or something so the sprite(s) only act every second iteration? Or is that to simplistic?
Nice though, and quite reactive/responsive.
Posted: Sat May 21, 2005 1:53 pm
by DoubleDutch
gpetersz: The game and character design was by Pete Harrison, the graphics were originally drawn by Lyndon Brooke (I think - I'll try find out for the credit screen)... Pete still has the rights to all versions apart from Amiga/ST. They belong to Palace Software - who I think don't exist anymore. He is letting me have rights to the OSX, Linux and PC versions...
Dare2: If I do that then it will look like a two frame game, no self-respecting coder would code something that would run in two frames!
Anyhow, I spent another ten minutes on it & figured a solution...
Let me know what you think:
http://www.doubledutchdesigns.com/download/voodoo.exe
btw, If you leave the title alone for a while it should show a bit of the proposed frontend to the game.
also btw, joystick should work as well as keyboard...
"d" for debug mode...
-Anthony
Posted: Sat May 21, 2005 7:13 pm
by dagcrack
question again, are you limiting the frame rate to a set one? like 30fps? (you dont need more for this type of game..), its not an FPS so 60+ is not really needed.. Hm I have vertical sync off..
Aight you are really depending on the vsync! and you shoulndt! with vsync on, the game runs OK but if not, nopes.. just remember, that almost all of us has vsync off

Posted: Sat May 21, 2005 8:23 pm
by DoubleDutch
It need to be at least 40 fps because there is a scroll, below this the eye will see a judder. All games that scroll should be at least this speed or faster.
It needs to sync to vsync because if you don't you will see an out of sync every so often - resulting in a judder. All scrollers should be vsynced.
I've sorted the walking speed now (for those who let the app decide on vsync or not)...
-Anthony
Posted: Sun May 22, 2005 4:15 pm
by dagcrack
Thats like saying every cup of tea must have 2 of sugar and a little bit of lemon....
But you should move everything depending on the framerate anyway.
All games that scroll should be at least this speed or faster.

Who says?, older games couldnt render that much frames per second!.
in fact real scrollers didnt simply scroll a background from side to side.. bah its a whole different subject I wont get into because it will start a flame war.
