I recommend Ruby 1.9.2, because on my 'benchmark', 1.9.3 is slower.
1.9.3 fixes a very important bug in 1.9.2 which makes loading files (via require) very slow, especially slow for something with 100s of files being loaded, which is. On Windows, changing to 1.9.3 will literally save about a second of startup time on a middle-sized game and be about 10s faster for a big Rails app. On other operating systems, the advantage is much less, but still measurable. It adds a few extra things, but nothing as important as this single fix is. No idea why your benches might have gone "wrong" like that - no idea what things you were actually testing though.
So where exactly do I get these libraries?
This game looks interesting.
Okay, I have the ruby-opengl gem installed, but I still get this error. LoadError: no such file to load - gl.
What am I doing wrong?
All I got was a page full of weird looking text.
Is this attachment usable by Macs?
No :) (but that's all I know - I forgot the right incantations to use gl on a Mac...)
Shoot, I don't have a Windows machine :(
This game looked interesting...
What is the minimum system requirements to run this?
My hardware is
AMD Phenom Triple-Core 2.1 GHz
3 GB RAM
NVIDIA 9600 GT
Win 7 64x
On this I have no lags, but in some rooms (with mirrors) FPS drops to 40
Sorry for setback, but newer and faster version is nearly done. I was working on different projects and I think it's time I should finish this at last :)
So I don't think a Compaq LTE 5250 with
120 MHz Intel Pentium
30 MB RAM
can run this very well. Go my hands on it at a Ham Fest.
Still can't run this on my Mac. :(
Gosu has stopped supporting Windows 9x a long time ago. You would have to compile your own version and link against the Unicows support layer to get it to run.
Yeah... Got that computer at a good deal. Is there any way to get this game onto a mac? Metroid seems to be an interesting series.
What do you man by forking?
It's how collaborative development on github works — user A uploads their code, user B forks their code (=creates their own copy), user B makes changes, user B sends a request to user A to incorporate these changes.
oh wow, haven't seen such hardware specs outside of my microcontrollers lately
So, the final version is done. It's greatly optimized and the TexPlay-related bug is removed. I needed to convert music modules into .ogg for new version of Gosu, so the final size is... 97 MB. I made a terrible-quality 53MB version.
Report any bug you find, because it's still marked as beta.
Any idea what is this? http://www.twitch.tv/dragonheart91/b/393476762?t=8m30s
It's a video from a random guy playing my game who encounters 'game-breaking bug'.
Of course I don't have to say that everything works fine for me -_-'
Does the Windows version matter when 'compiling' the game?
Well, it does really look like a code bug :) I can't imagine how the Windows version would affect a bounding box calculation in such a specific way. The only thing that I guess can be slightly different across Windows versions is image loading, because GDI+ was relatively new in XP I think. But the solid areas are probably not loaded from an image?
I'm building iOS apps all day nowadays, and they're all chock-full of analytics to report errors, checkpoints etc., I guess Gosu games should do the same :) Or at least they might have a "bug" button that emails everything to the dev as a YAML file... Anyway, your best bet is probably to add debugging helpers and send it to this Mr dragonheart91.
I use Ashton for collisions. Each tile is drawing a square on a greater Texture. On the video's situation, whole corridor is masked the same way as gate at the end.
And debugging helpers are not best idea. Last time I had such problem, it came out that Y-axis was inverted when checking collisions (it was a library issue). And I don't think that dragonheart91 or any other player is so determined to play this game after all the past bugs -_-'
Recently I tried to play one of my games on my Asus laptop. Windows tells that it has better parameters than my PC, but FPS magically droped from 60 to ~5. Sadly, sometimes it feels like I'm making these games only for myself :(
Things you don't understand always seem like magic.
How do you use Ashton for collisions? Does it use OpenGL textures for that / is there a chance that it is driver related after all?
Re 5 FPS: Do other OpenGL games work fine? This sounds like a Gosu or Ashton bug! Feel free to open a new topic / thread for this.
I know what you mean though, now that every Ludum Dare has ~1000 entries, it feels like there are more players than games. I wish Gosu would work on the Mac App Store or Ouya or something like that :/ And sadly enough, OpenGL & OpenAL still cause driver issues in 2013.
For collisions (writing) I made such method:
To explain it better: @mask is hash for Ashton::WindowBuffers (so probably OpenGL Textures, right?) and every object (tile,door...) by calling this method, draws an Image or quad onto Texture.
I know it's not too efficient (new render block each time), but I ported Ashton after the game was completed so I had to replace 'splice' and 'rect' quickly.
And collisions come by just reading pixels for proper mask (so it's
color = @masks[mask][x,y] and then true if color==Color::BLACK etc.)
And this ~5 FPS is rather OpenGL issue, because on this laptop even old RTS Tzar tends to lag. Maybe it's because of ATI gfx card?
Ruby is trolling me. Yes, that's case, not magic.
I just played BM on that laptop. No lags.
I couldn't believe so I played that game, which had 5 FP before and... NO STUPID LAGS!
The only issue is that images are loading 1-2 seconds, but problem vanished. Just vanished.
This dragonheart can't run Bottomless Mine (which I run on my second computer seamlessly). He has the same system and graphic card (different model) as me.
Just no comments -_-'
Ouch. I don't know much about Ashton's internals, but dragonheart's problems and the 5 FPS thing sound like OpenGL issues to me - I used to have a Linux test box where rendering to textures would sometimes freeze for a long time.
I think the way to fix this in the long term would be not to use OpenGL for collisions, but I don't know a good replacement in Ruby either.
I noticed another (minor) bug while watching his video: when you "print" the story text at the beginning, it looks like your code prints the "HTML" tags one character at a time, as well. Like I said, pretty minor compared to the door thing...
I hope you can get this working well on Windows (and all other platforms, of course). THE WORLD NEEDS MORE METROIDVANIA GAMES! ;)
You're right about Metroidvania :) (however BM is only Metroid)
But how about Mariovania? http://knuckles96.prophpbb.com/topic13512.html
It's also my game, but I'm not putting it here yet, because this forum gets flooded by my projects :D (yeah, I need to make website sometime)
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