Alien Flux Alpha Test 6

There is indeed a huge bug with the jelly incursion that screws the gidrah count up and causes the levels to end prematurely and all sorts of other evil mischief.

This is only an alpha test to see if it runs OK, it’s a WIP and not the finished game, let alone the demo! It’s got weeks of tweaks, tuning, and additions to make on it… after I’ve gotten it to work reliably on 99% of everyone’s machines.

The little red crackly things can be shot but you’ve got to be a deadeye demon to hit them, and they’re not even worth any points. The Enormous Tringle has 500 hitpoints (standard laser does 3 points damage, max laser does 5). If you hear it clanging when you shoot at it, you’re hitting it.

Cas :slight_smile:

“If you hear it clanging when you shoot at it, you’re hitting it.”

hmm… i prefer havin two kinds of feedback. sounds n graphics.

u could let em flash (once) with inverted colours or just white (d/l size wouldnt increase and the effect is ok and somehow expected).

if u add visible feedback u could change the sound to something not that loud or painfull :>

The gidrah-flash-white effect is on the to-do list but I’m not sure how to do it yet. Possibly by oversaturating using glSecondaryColorEXT, which I think is present on most modern hardware.

Cas :slight_smile:

I’ve had good luck with GL.color(). You could probably recolor the image to a nice white for a few frames, then go back to the original.

A quick question. People here have seemed very concered about the amount of CPU a game takes. Now it doesn’t matter to me, because I don’t do anything else when playing games. But I noticed that AF takes 100% CPU. Is this a design issue with AF or is any LWJGL game always going to take 100% CPU?

[quote]A quick question. People here have seemed very concered about the amount of CPU a game takes. Now it doesn’t matter to me, because I don’t do anything else when playing games. But I noticed that AF takes 100% CPU. Is this a design issue with AF or is any LWJGL game always going to take 100% CPU?
[/quote]
On which platform? On my P4-3Ghz/XP/Radeon 9700-system, it takes 10-20% of one virtual cpu and 0% of the other virtual cpu.

This is on my work machine. P3-900Mhz Win2K dual montiors Nivida RIVA TNT2 Model 64. I’ll have to try it on my home machien which is considerbly better.

The TNT2 does not have hardware T&L, therefore all the geometry sent to GL is transformed on the CPU. This is by far and away the biggest CPU burden; the game itself executes and sends its rendering commands using only a couple of hundred megahertz. On my GF2Go/1.2GHz P3-M I get a reasonably consistent 75-80% CPU usage. I believe it runs OK on machines as low as 400MHz provided you have hardware T&L.

I’m still toying with a special mode to switch the game to 30Hz for really crap rigs. This will involve halving all the animation durations, doubling the speeds and accelerations of everything, and halving timings everywhere. Erk. It’ll still play nearly as good too. End result? I get another bunch of sales, I hope.

I wonder how I might reliably choose 30Hz mode automatically.

Cas :slight_smile: