dma wrote:Why do you think it would only run on TOS 2.06?
I did a game with GodLib and it runs on earlier TOS versions as well.
dma wrote:Strange indeed, i attached the two .cfg files from my PUREC directory to this message, if it could help.
dma wrote:My game is "Manical Drop", clone of an arcade action-puzzle game every proper gamer should know.
You can find more about it here: https://www.rgcd.co.uk/2011/05/manical- ... alcon.html
dma wrote:Oupsy, i forgot the attachment indeed. Here it is.
czietz wrote:I've had a look at GODLIB source code and at your compiled program. The bug that causes the crash is not present in the GODLIB version available on Github: https://github.com/ReservoirGods/GODLIB
dma wrote:Ah yes, i also think that i had already been provided a newer version than the one from the website, back then.
MM41 wrote:Tested on real STe (4mb, TOS1.62Fr, Satandisk); some waves are very cool
Well done Madaxe
We want destroy them now
LaceySnr wrote:Tried this one out on the Falcon too, and ran fine again Slight difference this time though, the faster waves only slow down when 6+ enemies are on screen now!
LaceySnr wrote:Sounds good! I was inspired by you to get GODLIB all setup on my Falcon last night. Takes a long time to compile the samples...
Will you be publishing your code? Have always thought about doing a shooter but never really looked in detail at how the engines work for waves etc. I wrote a basic demo one once that just had a table of time offsets with # of enemies to spawn and the pattern for them, no idea if that's the 'standard' way to do it or not though.
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