Amcog games : Request for Beta Testing
Rick Murray (539) 13401 posts |
Do you have StrongHelp to hand? Take a look at OS → Screenblanker → Control. Just taking a quick look, I would imagine that you should Get the blanking delay (to know the current value), then Set the delay to zero (to disable it while your game is running), then Set the delay to the value you read earlier when your game exits (to restore). There may be a typo in the manual, or an API change?
My screenblanker timeout is thirty seconds, so shouldn’t it be returning 3000? Whatever, just read the value and then feed that back on exit. That ought to do it. I think. |
Anthony Vaughan Bartram (2454) 455 posts |
Yes. I’m aiming for Wakefield. Then an update for the MUG show at Recursion with more levels included. The level data is actually pretty compact and doesn’t take long to write (the road path is described by a small program and the cells are described separately and use a simple run-length/repeat encoding scheme to make the data more compact). The only break (sorry brake) on release will be the testing time on the levels.. |
Anthony Vaughan Bartram (2454) 455 posts |
Cheers. Will give that screen saver adjustment a go. |
Chris Mahoney (1684) 2100 posts |
As I don’t have the beta I may be reporting a complete non-issue… but just checking that you’re aware that many non-UK English keyboards have @ up on Shift-2 and not next to Return; hopefully you’ve taken that into account :) I’d also suggest offering WASD for movement if the keys aren’t already used for something else. Many modern games on other platforms use these keys and they’re certainly the first ones I’d try. I assume that these would need to handle foreign layouts too. |
Anthony Vaughan Bartram (2454) 455 posts |
Hi Chris, I will add support WASD keys too. That’s a really easy code change. Thanks, Tony |
Chris Mahoney (1684) 2100 posts |
I figured that you knew what you were doing, but no harm in checking :) |
David Feugey (2125) 2687 posts |
Tested on RPCEmu. First : the call to OS_ChangeDynamicArea in ConfigureVideoMemory makes an ‘unknown or missing variable’ on my configuration. That’s because I use a very large mode, and that you try to allocate 15974400 more bytes to my screen area :) Bug is simple to solve: at the beginning of the program, call ModeSVGA256 before ConfigureVideoMemory, and not after. Second: osVerson$="" → osVersion$="" Third: I have an error on line 1511. If I REM the line (DiskSample_Close, etc.), then it works without sound. This one was difficult to sort out. In fact, AudioMpeg trashes DiskSample on RPCEmu. So you should not load it (it’s not needed anyway, since MP3 is played by TimPlayer). And if it’s loaded, you should rmkill it, then rmreinit disksample. Tracks are a bit too narrow for me :) Perhaps that some tolerance could be added, just to make you loose only when you’re going out of track (a kind of magnetic thing that will keep you on track if you’re closed to a border but don’t try to go out for more than a 1/2 sec). Some barrier could be added too. Then energy could be drawn from the ship if you touch them. But then, it’s F-Zero :) Perhaps for a later version, as a mix of “do not fall” and “do not touch” could be very powerful. |
Rick Murray (539) 13401 posts |
How does one get away from the red squares? There are a bunch of them in the first level that I hit and…stopped dead. It would be good if hitting the forward key could bunnyhop or something? A little observance from Fervour – there was an indicator, along the bottom of the screen I think, that showed you how far along the track you were. Useful for prompting you to try again if you screw up oh so close to the finish! |
Anthony Vaughan Bartram (2454) 455 posts |
Hi Rick, Hi David. Thanks, Tony |
Anthony Vaughan Bartram (2454) 455 posts |
Hi David – Actually I did see a problem on RPCEmu with regard to MP3 loading. However – I re-initialised RPCEmu and it was OK. I think there is an intermittent RPCEmu problem. Would you please reboot it and see if the problem persists? As noted above, DiskSample and AudioMPEG are used for MP3 playing on RISC OS 5. |
André Timmermans (100) 620 posts |
Sound on RPCEmu can be troublesome. I have noticed in the past that the RPCEmu timers were running often at an incorrect speed leading to effects liked KinoAmp videos being to slow, hashed sound in DigitalCD. Curiously, when I had PotPlayer running at the time I started RPCEmu, it usually behaved fine so it probably some timer initialisation code which is incorrect. Sometime last year I noticed I had never the problem with a fresh instance of RPCEmu I made for some OS 5 tests. Comparing it with the problematic instance had no ipadress in its rpc.cfg file. Once I removed that from line from the problematic instance, the problem vanished. |
Anthony Vaughan Bartram (2454) 455 posts |
Thanks Andre. David / Rick : I am working on a beta 2 tonight. Aiming to get more levels added and fixing some or all of the issues raised. I’ve set severity on reported issues so I can prioritise changes & will report that in an updated bug list. Right now, I’m re-using the level selector + skill level selector code from Overlord. I’ve made some minor changes, like adding the ENTER key as an alternate quick way of starting the game and I plan to add WASD controls shortly There will be a Beginner and Master option. I only intend to have 2 skill levels, because I have to play the game from start to end with both skill levels which lengthens the regression testing time. I also intend to move the current level 1 to level 2 so that I create a simpler level 1. I will try and send out a beta tonight with whatever improvements I have ready today. Tony |
Anthony Vaughan Bartram (2454) 455 posts |
I have made some bug fixes and added some features discussed on the forum. If you have raised a request or a defect, if you have time, then I would be very grateful if you would check that it has been addressed satisfactorily. Here is the current bug list: Bug Status at Beta 2 Beta 1 : Bug 1) Green flash at end of level or when dying – Sev 2 Reported Bugs via Beta 1 |
Anthony Vaughan Bartram (2454) 455 posts |
Do any beta testers have access to an ARMX6, Panda or Beagle? I would not expect a performance problem on any of these when rendering triangles, but would prefer to test on these prior to release-candidate if possible. In any case, thanks for testing. It is much appreciated. |
Anthony Vaughan Bartram (2454) 455 posts |
n.b. I’ve not added new levels yet. But plan to do so for a release on Monday/Tuesday. |
David Feugey (2125) 2687 posts |
Are you sure? I made a test this morning with only DiskSample. No AudioMpeg, no TimPlayer. And music is played OK (don’t ask me why). So best, for RPCEmu seems to simply rmkill AudioMpeg then rmreinit DiskSample.
For me it’s permanent when I try to load the two modules together. |
Michael Emerton (483) 136 posts |
Hi Anthony, I have e-mailed you via your email address on your site, due to the recent SPAM, sadly I have been away from computing all weekend, and have only just seen your request! |
Anthony Vaughan Bartram (2454) 455 posts |
Hi Michael, |
Anthony Vaughan Bartram (2454) 455 posts |
Hi David, Thanks, Tony |
Stevyn Gadd (2272) 63 posts |
Hi Tony, Sent you an email with my comments and feedback. Enjoying the game so far – it’s going to a great addition to the stock of games compatible with modern RISC OS systems. Stephen |
David Feugey (2125) 2687 posts |
I don’t remember exactly my mail, but I can confirm I wanted to say AudioMpeg. Not loaded, the game still plays music (with only DiskSample). With it, DiskSample does not work. With beta 2 all seems OK. |
Anthony Vaughan Bartram (2454) 455 posts |
Hi everyone, Thanks for the feedback and comments. As noted in the release notes. The beta’s went out with 2 levels. My main focus tonight and tomorrow is producing 6 more levels – the code to do is very small and the only limiter is testing time. Further levels will follow in free updates and I will release additional levels over the coming weeks after release at Wakefield and before Recursion in July. I will reply to individual e-mails shortly. Best Wishes, Tony Bartram |
Anthony Vaughan Bartram (2454) 455 posts |
Quick Question: Which do you think is better:
Thanks, Tony |
Andrew Conroy (370) 724 posts |
Personally, I think unlocking the next level by completing the current level is the way to go. Unlocked levels can have pass-codes to access them again. The game looks good from the screenshot, definitely interested in getting a copy at Wakefield! |
David Feugey (2125) 2687 posts |
I would say both… free levels, and some unlocked when you manage to reach some goals. |