Hex Factor 1.0 Released

User projects written in or related to FreeBASIC.
vdecampo
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Hex Factor 1.0 Released

Post by vdecampo »

I have finished "tweaking" my game and have decided that it is ready for release. Barring any major bugs, I will move on to my next project.

@Lachie
Think we can put it on the FBGD now? :-)
I can post screenshots if you need them. Let me know.

You can download Hex Factor here....
HEX FACTOR DOWNLOAD 2.6Mb Win32

Enjoy!
-Vince
Last edited by vdecampo on Apr 19, 2022 0:49, edited 2 times in total.
D.J.Peters
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Post by D.J.Peters »

Hello Vince the game is realy nice
but not a good promotion for FBSound
the sound playback are interrupted here from time to time
and your program used 95-98% CPU time here (in pause mode too)

Should i send you a hex factor clone?
without this CPU cycle eating :-)

Joshy
vdecampo
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Post by vdecampo »

I only see 70% CPU on my single core system. I've added SLEEP 5 for each game loop (30/sec max) up from SLEEP 1.

And I changed the FBSound initialization to

ok=fbs_Init(22052,,8,1024)

As you suggested earlier. I don't know what else to do.

-Vince
anonymous1337
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Post by anonymous1337 »

Glad you decided to finalize your release. Lachie'll probably send me the file within a few weeks... Of course I would have played it already by then. Some time for new games to appear would be nice, however.
vdecampo
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Post by vdecampo »

In an effort to get better performance on slower systems...<cough>..Lachie...</cough> :-) ,I reduced the colors from 32 to 16 bit.

To download the updated EXE only, click here...
http://www.ftpisland.com/files/HexFactor.zip 175kb

If you haven't downloaded version 1.0, then click here...
http://www.ftpisland.com/files/HexFctr.zip 2.6Mb

Cheers!
-Vince
Z!re

Post by Z!re »

[Content removed at author's request]
D.J.Peters
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Post by D.J.Peters »

Vince if you don't know what goes wrong.

Can it be that your rotation stuff (is it from FreeImage)
will consume to many CPU power?

Or do you rotate every frame all images i mean with all
the sprites these are curently not in the visible region of screen?

Do you use ScreenLock/Unlock or a hidden work page?

trust me there must be a litle problem in your code.

A sprite 2D game with sound should run on old slow computers too.
I wrote 3D apps with software 3D and Textures and sound on a box with only 133 MHz.
Of course no high frame rates but without any interrupted sound playback.

Joshy
vdecampo
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Post by vdecampo »

D.J.Peters wrote:Vince if you don't know what goes wrong.
Can it be that your rotation stuff (is it from FreeImage)
will consume to many CPU power?
I only use FreeImage to load Jpegs.
D.J.Peters wrote:Or do you rotate every frame all images i mean with all the sprites these are curently not in the visible region of screen?
Only what is actually visible is blitted. This can't be the issue because the CPU usage is constant, even on static pages like the title screen where there is no rotation/collision detection going on.
D.J.Peters wrote:Do you use ScreenLock/Unlock or a hidden work page?
I use a hidden compositing surface then ScreenLock/Unlock to copy it to the screen buffer.
D.J.Peters wrote:trust me there must be a litle problem in your code.
I'm inclined to agree. However, while I will diligently work to find the issues, the game is playable as-is. Many games are released with known issues. Mine is no exception. I will find the bugs and release an update.

Thanks for your suggestions and testing.

-Vince
Z!re

Post by Z!re »

[Content removed at author's request]
vdecampo
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Post by vdecampo »

Z!re wrote:
vdecampo wrote:Many games are released with known issues. Mine is no exception. I will find the bugs and release an update.
But your game doesn't work.
It's unplayable on a dualcore 5600+ 6GB RAM and an 8800GTX graphics card..

Sound stutters and insane CPU usage does not equal a working/playable game.

Are you planning on selling this game? Licensing it? Do you have a distributor?
If not, then just release the code so someone can correct your mistakes.
Noone is going to steal your code, especially not your buggy sound stuttering CPU hogging code.
Maybe you should buy a single core Intel P4/3.0 with 1Gb RAM. It works just fine on it with no sound issues and great FPS!

BTW. I don't like your attitude or demeanor. You can go !@# yourself for all I care.

-Vince
LukeL
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Post by LukeL »

I'm only using an Athlon 1.2ghz with 512 ddr (266) ram & radeon 7200.
It played alright for me (32bit version). Cool game =)
Z!re

Post by Z!re »

[Content removed at author's request]
vdecampo
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Post by vdecampo »

Z!re wrote:
vdecampo wrote:I'll take your advice and have a friend have a look at my source.
Maybe he can fix the problems you and others have described, so more people can play my free game.

Thanks for trying to help!

-Vince
No problem! :)
Don't fake a quote from me!

I never offered to give out the source to anyone. You are a presumptuous A$$ for asking so many times for it.

[edit]Witty remarks deleted[/edit]
Lachie Dazdarian
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Post by Lachie Dazdarian »

Hex Factor takes 50 % of CPU power on my PC, which is more than fine. I played quite few retro freeware 2D games that *hog* this similar amount. That's software GFX dude. I'm sure OpenGL stuff takes so little CPU power for a reason - it relies on video card infrastructure.

Anyway, I remember Lynn's Legacy and The Griffon Legend hogging 100 % CPU power (no SLEEP!) and nobody complained about it.

I think FBSound is a problem regarding the sound/music quality, but I don’t know. We would have to see a FMOD version to know for sure.
D.J.Peters
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Post by D.J.Peters »

Lachie Dazdarian
FBSound is mutch faster then many other open source libs
i can rotate 100 sprites scrolling the background and
playing 10 random samples together and one realtime
MP3 stream and if i limit the FPS rate to 33 same as in HexFactor
i have only 25-30% of CPU usage.

Next time before you talk bad about FBSound spent your time and take a look to its assembler code. (i'm shure you can learn from this)

Joshy
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