Commander Keen (pieterNotSilly's Worklog)

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Worklogs > pieterNotSilly's Worklogs > Commander Keen > working on a new engine and changing it into a Commander Keen game

working on a new engine and changing it into a Commander Keen game

Hi guys, even though I have little time especially now I have game developer as a job(I guess some of you would love to have a job like that. I must be lucky).
In my spare time however I'm working on a remake of my old Commander Keen game that I made in Div Games Studio many, many years ago. This time I make it entirely in C++ from scratch. The graphics were easy to do, so was the background music, but now i'm in the progress of adding collission detection which needs some thorough coding to make sure it works correctly.

Also I need to find a way what to do with the increase in framerate since I have improved on knowledge of algorithms and computers have been increased in speed a lot(plus I use openGL hardware acceleration instead of slow software rasterizers). Windowed I get framerates ranging from 5000 to 23000 which is quite high compared to when I made the original who ran on 25 fps and I really had a hard time to reach that framerate constantly. I can add a frame limiter but then I'm wasting tons of FPS plus I can use extra frames to make movement smoother. I still have to look at that.
(Posted on April, 30th 2007, 14:42)

Comments


Rincewind said:
Will it have paddle war? :)
(Posted on April, 30th 2007, 15:38)


pieterNotSilly said:
of course it will have paddle war. Who wouldn't want to play paddle war with 20000 frames:P
(Posted on April, 30th 2007, 18:26)


Eckolin said:
Everyone would want to play paddle war at those speeds. First to 40,000 points wins!
(Posted on May, 4th 2007, 14:42)


Htbaa said:
Instead of adding a frame limiter you should make it framerate independ. Take a look at http://lazyfoo.net/SDL_tutoria … n32/preview.php on how to do that.

I do something similar and it works great.
(Posted on May, 4th 2007, 21:41)


pieterNotSilly said:
thank's for the link, but the major problem is that I want to have a demo mode and with a constant framerate this is easy but with anything framerate independent this becomes tougher. I solved it now by just having the running code constant at 60 fps and the drawing routine draws the frames between the starting and ending point if the framerate is higher or it will skip frames if it runs too slow.
(Posted on May, 5th 2007, 22:30)

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