**Build demo topic**

I loved the beginning cutscene, even without the ship it looks good.
I also like the death sequence. And theres a major glitch, when you try to shoot up diagnal, it wont shoot. It coul be my keyboard though. but it wasnt beeping.

…shot for me…

also, when my health got to exactly 0, i didn’t die, however, after i got shot again (health is already zero) i died…

Demo looked good. I agree about shooting the turrets though. Maybe I should change my key configuration. It is disheartening to hear about the memory problems and about you leaving possibly but that’s life. I hope you can fix it and change your mind.

wait…so…is the project actually dead?

well that just sucks big balls…

So, you’re telling me that Game Maker sucks big balls and you’re so pissed at it that you want to stop working past the demo? Here’s a few questions:

  1. Is THIS the offical P2D demo?
  2. Why is CoreFusionX “freelancing” with his engine? Or does that just mean he isn’t wokring on the whole project anymore?
  3. In that case, who the hell IS working on the project?
  4. This is one the most (if not the most) anticipated fangames ever. How will this boil down with everybody if it suddenly stops?
  5. I don’t blame you, DF, if Game Maker sucks so bad, but what’s going to happen after you stop? Nothing? What about all the work done so far? The forum? Everything? (This isn’t saying that you’d have to work on this alone, but I’m just saying…)

This is a sad turn of events indeed…

Guys, when did he ever say he was stopping? <_<

There are just some RAM issues, and he says he’ll have to fix them, so we’ll have to wait longer, and he’s pissed at Game Maker’s crapiness. That doesn’t mean “OMG I’M THROUGH GOODBAI GM SUXXORZ”.

And Gold Leader, CFX is working on his engine for the game as not part of the team, DF is working on his engine for the game as a part of the team, and none of that other stuff we have to worry about at the moment.

Edit: Arg, somebody else needs to post.

i dont understand how there can be so many ram issues…i really think the problems stem from sound and graphics…

although that can add to the size of the file, i think the real problem is haveing too many logical problems being tested at once, or possibly too many objects.

He said that he doesnt want to continue making past the final Frigate Demo…

Which means we might be left with a full frigate demo rather than a full game, depending on how well CFX’s engine is coming along.

1 possible solution for the memory problem with the Cinematic sprites is loading them just for the intro sequence then deleting them after use. To do this, you need to delete them from GM’s “auto loaded” database and store them in a seperate directory. The objects/functions that draw the sprites will need to use Variables assigned to the sprite indexes of the sprites loaded.

Then they can be loaded with:

sprite_add(fname,imgnumb,precise,transparent,smooth,preload,xorig,yorig)

And then once the intro is finished you can remove them from memory with:

sprite_delete(ind)

Theoretically that should make it so the game runs fine while playing and will only use “all that ram” during the intro. Ive tested the sprite_delete() command, it removes them from memory fine however they cannot be used again … thats where sprite_add() comes in, loading it in completely new every time they are used.

Just a suggestion … I dont want to tread on anyones toes…

Yea, that’s what I’m planing to do, but this has one disadvantage, people can edit those images, which is someting I don’t want to happen…

And people, I’m not leaving or something, I just said I’m not gonna make the full game. I will complete the frigate demo, don’t worry…

I can promise I wont edit them on you :smiley:

I wonder if its possible to “encrypt” an image…

Oh… Right. I thought everyone was talking about him giving up and leaving the Frigate demo.

It is possible to encrypt an image, you’d just have to decrypt it afterwards. Or the other way around <_< >_>

External files should only be a last resort, though.

Doesnt look like theres anyway around it though … GM is broken when it comes to importing a sprite as large as the screen or bigger. Unticking “dont preload” does nothing (at least for me?). Even if as a gif file it was only about 50k it ends up adding like 20-40 mb to the total load, for the ENTIRE running time, for each file of such size.

Edit:

I dont know if you can use it or not, but all this talk about encryption got me thinking so I went ahead and made this:
PicEncrypt

  • If you try to read a large file (1mb) it will probably have you waiting for a long time…
  • Keys get stored in a file called “KeyFile.txt” … it will replace itself if you dont rename it.
  • Edit: Just noticed if the file is too big the key-string becomes too long to enter in the dialogue box >< … works fine with a 50-60k file though.

Basically it reads any file and creates a unique key made up of assorted ascii characters, if you change even 1 byte in the file the key will change. You could use this to test the sprite files before loading them. That way if they did edit them they wouldnt be able to use them with the game.

Well it was a fun experience making it even if u cant use it … just thought I’d share it just incase.

One suggestion: Don’t make a Running Key. It’s just one more button to worry about when it isn’t nessecary.

That could make the game more fun…

The only thing really wrong would that people would have open access to the pictures and might use them without permission…

… Which is exactly why he doesn’t want to do that. But if it’s basically required, I suggest hard coding the sprites of enemies and let less important stuff like the tiles sit out in seperate files.

hey so… will my name be in the credits for the fizzle?:slight_smile:

Extremely doubtful. <_< That’s a little thing we like to call freeloading. The credits will only consist of team members, and making one small thing for the game does not make you a team member. =P

aww shucks… =(