On 6/19/06, Rene Dudfield <[EMAIL PROTECTED]> wrote:
Maybe have a little timer animation on the loading screen to show
loading progress, so I know something is still happening. If you
could show a progress bar, or % loaded that would be even better.
I want to second the idea of a progress bar
There is another disadvantage to trying to use pygame.transform to
rotate images as you need them, if you are using hardware acceleration
On 6/20/06, Luke Paireepinart <[EMAIL PROTECTED]> wrote:
The alternative to this is to say...
screen.blit(pygame.transform.rotate(starship,270),(0,0))
to have
David Mikesell wrote:
[snip snip]
The only thing I could see taking up that much memory were if you
calculated the rotations
of all of your sprites through 360 degrees and stored them in a huge
array.
Are you doing that?
This would also make sense for the long load time at startup.
It would be b
On Tue, 20 Jun 2006 19:27:22 -0500, "Luke Paireepinart"
<[EMAIL PROTECTED]> said:
> It seems like even if you pre-loaded all your animations and sounds and
> music
> it wouldn't use up more than ~150 mb.
Yes, I'm doing that but I am going to refactor that to load/unload only
what I need for a le
I have a bit of refactoring to do still, but I did fix a couple of
egregious resource management bugs and have uploaded a new version.
Slowness that I attributed to my laptop harddrive has been remedied.
I hope to have the fully refactored version up by the weekend.
On Wed, 21 Jun 2006 08:16:55
I don't see any reason why the memory requirements should be so large.
I have 512 mb of ram and I have an extra pagefile on a separate
hard-drive...
After your program was run, Windows says it's allocated 1491 MB total to PF.
Can you shed some light on what's filling up ~2 gigs of ram+virtual me
ah, it's not just my machine.
I think the loading speed, and slowness for animations will dissapear
by loading stuff incrementally. Then freeing it at the end of each
level if not used.
Cheers
On 20 Jun 2006 04:28:39 -0700, Aaron Maupin <[EMAIL PROTECTED]> wrote:
David Mikesell wrote:
>>
I had trouble playing the game; it showed the loading screen, then the
music stuttered,
and then I had to ctrl-alt-del several times to get out of it...didnt
get to play it at all.
computer specs..2.4 ghz p4, 256 mb ram, generic intel video card...
On 6/20/06, David Mikesell <[EMAIL PROTECTED]>
In fact, it's probably a good idea (if you haven't figured out already
:)) to forego this version and wait for the next. I'll be refactoring
the memory management over the next few days. I guess I got lazy
because things worked OK on my development machine.
On Tue, 20 Jun 2006 08:06:02 -0400, "
That's not mean, it's honest. Three reviews, three problems with
memory requirements. That's great feedback.
On Tue, 20 Jun 2006 07:06:00 -0400, "R. Alan Monroe"
<[EMAIL PROTECTED]> said:
> > The latest version of the Frantic Demo is available for download. Three
> > missions (9 levels) in th
David Mikesell wrote:
>> I think it might have been because I had a machine with only 512MB of
>> ram. amd athlon 2100+, geforce ti4200 64MB vid ram. After I finished
>> the game windows told me it was increasing the amount of virtual
>> memory I used.
>
> Frankly, I'm surprised it ran at all o
> The latest version of the Frantic Demo is available for download. Three
> missions (9 levels) in the demo to date. I'm going to take a step back
> now and decide whether or not it's worth pursuing as a shareware game.
> Your feedback will help greatly influence that decision. Thanks to all
>
Thanks Rene! Comments below.
On Tue, 20 Jun 2006 14:27:18 +1000, "Rene Dudfield" <[EMAIL PROTECTED]>
said:
> Hi,
>
> I like your improvements. The game is looking better, and sounding
> better :)
Thanks! Been a lot of work.
>
> However it takes *ages* to load. Have you considered packing
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