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Post by Iv4n on Jul 17, 2004 5:03:46 GMT -5
I dissagree. When I load 100 sprites, the game have problems with it. Besides, I've never add more sprites than I need. However I will try this with the bomb and I'll post here later . update: holy nuts! Thanx Leivos! It's working now
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Post by Janne Kivilahti on Jul 18, 2004 12:04:31 GMT -5
Strange Anyways, what comes to the 'active sprite area' deal I'll probably extend it to 1600x960 which equals the active area in 1.1 version with 800x600 resolution. I admit that the menus could use still some adjustment. I'll have to get into it now that when I'll get my VC++ reinstalled and I have the time.
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Post by Iv4n on Jul 19, 2004 5:12:06 GMT -5
Oh no! This is a bad news for me! Because all my levels for my second episode are suitable with active area for the version 1.2 beta.......
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Post by Janne Kivilahti on Jul 19, 2004 8:55:09 GMT -5
Oh well, maybe I won't change it then...
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Post by Iv4n on Jul 19, 2004 10:56:11 GMT -5
No! You have to tell us what are you going to do with the sprites area. So that we will know how to make our maps. If you think 1600x960 is better, then do it. It will be better for my first episode, because I made it best suitable for 800x600 resolution. But just let know us what is your final decision. It is important, especiall now with those new ... ehrm... things that will come in the next version .
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Post by Janne Kivilahti on Aug 18, 2004 12:30:03 GMT -5
Sorry for have you kept waiting for the official 1.2 version, but there is still new features I'd like to add it before publishing it. Unfortunately when I've had time I haven't had the motivation and vice versa. But be patient. I haven't abandoned PK2 while a new game is in plans
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Post by Iv4n on Aug 19, 2004 10:47:44 GMT -5
"Unfortunately when I've had time I haven't had the motivation' Yeah that's absolutely the same way I feel when it's about to working on my episode .
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Post by Janne Kivilahti on Aug 3, 2005 11:23:56 GMT -5
I finally got myself a new computer, and with it Windows XP. I noticed what most players using XP had noticed: the game runs really slow. After some debugging, going trough net and forums I finally found the remedy to make Pekka fast again. So here's version 1.21: www.pistegamez.net/pk2/PK2v12beta.zipEDIT: Reminders that this is just a patch. You need to have Pekka Kana 2 already installed. Unzip the package to the folder where Pekka Kana 2 is located. Enjoy ;D ...and report all abnormalities of course.
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Post by Iv4n on Aug 3, 2005 14:08:02 GMT -5
Well that's interesting, but I've got used to the "slow" speed under XP. It's easyer to play and better for testing levels. And once I've used to it, the 98 speed seems to me too fast. Btw congrats for your new PC!
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Post by EmaDan on Aug 4, 2005 19:36:20 GMT -5
Funnily enough - it seems it does not make a difference to my XP or to the speed its running. But then as Iv4n said - I am used to the speed of the game, too.
Janne - I like that new picture of PK2 very much - and the redesign of your homepage.
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Post by Kalan on Aug 5, 2005 2:22:00 GMT -5
I will try it soon..... But some features to realise have place. E.g. switching between normal and double fps by pushing one key (e.g. 'd' or 'q'). And it will be cool if the time will be displayed. I say about the system time (e.g. now it is 15:20:43.886). It must have standard (non-API) routines in VC++. Because I can't monitor the time when playing and sometimes I can late to some places
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Post by Iv4n on Aug 5, 2005 6:33:16 GMT -5
Don't cha have a watch? :lol:
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Post by EmaDan on Aug 5, 2005 7:20:13 GMT -5
... And it will be cool if the time will be displayed. I say about the system time (e.g. now it is 15:20:43.886). ... ...whereas I am most interested in the digits behind the dot... - I am sure, they would make you dizzy watching those numbers on the screen. Actually, quite a nice idea, but only very few games I have played show system time.
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Post by Kalan on Aug 9, 2005 1:44:22 GMT -5
I want to have big info table with lots of changing numbers. www.spritelib.narod.ru/pk2v13.gifSome formulas for the info panel: score: easy to understand... but it must calculate faster (alot). energy: $(current energy of player)" of "$(max energy of player). doodle: $(name of current doodle sprite). sprite's image must be displayed in right. egg: $(name of current egg sprite). sprite's image must be displayed in right. level time: time before the msg "time is up. try again". $(mins)":"$(secs)"."$(frames in sec). elapsed time: time that player is playing this level. W/o clock spr. $(mins)":"$(secs)"."$(frames in sec). fps: $(gamespeed-"single"/"double")" "1000/($(GetTickCount)-$(GetTickCount of prev.frame)). time: GetSystemTime (hr:mn:sc.zzz). music pos: $(cur.position)"/"$(max.position)", "$(cur.patternposition)"/"$(max.cur.ptn). level: $(level no)" "$(level.name)" by "$(level.creator). episode: $(epidode name). traveled dist.: $(distantion in px that sprite WALKED)" px". altitude: $(dist.btw spr's top and lvl's top at last jmp)-$(dist.btw spr's top and lvl's top)" px". items: titles of items $(1)","$(2)","$(3)","$(4). level hiscore: get from scores.dat. best time: get from scores.dat. I hope you understood my programmer's abridgements:) This pane should be updated EVERY FRAME.
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Post by Janne Kivilahti on Sept 13, 2005 14:32:19 GMT -5
I'm sure I forgot to mention something... And I did. Wow, I forgot I had done this change: If you want to replace the info sign texts with your own, make a file called infosign.txt to your episode folder, and copy only the info sign part from any language file to that file. Then change the texts to what you like. The content of the file could look like *info01: place your text here. *info02: and here. *info03: and here. *info04: and here. *info05: and here. *info06: and here. *info07: and here. *info08: and here. *info09: and here. *info10: and here. *info11: and here. *info12: and here. *info13: and here. *info14: and here. *info15: and here. *info16: and here. *info17: and here. *info18: and here. *info19: and some more.
But now I don't remember when did I add this, and in which version...
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