On Tue, 20 Jun 2006 19:27:22 -0500, "Luke Paireepinart" <[EMAIL PROTECTED]> said: > It seems like even if you pre-loaded all your animations and sounds and > music > it wouldn't use up more than ~150 mb.
Yes, I'm doing that but I am going to refactor that to load/unload only what I need for a level. I just never changed the way it worked when it started out as a small, one level game with one type of enemy. I did fix a couple other horrible resource allocation bugs, and it seems to be running much better on my laptop now. > The only thing I could see taking up that much memory were if you > calculated the rotations > of all of your sprites through 360 degrees and stored them in a huge > array. > Are you doing that? > This would also make sense for the long load time at startup. > It would be better memory-usage wise to just rotate the sprites at > runtime. Not 360 frames for each. The starship has 72, the enemies have 18 in most (if not all) cases. I can't rotate the enemies in real time as the sprites are modeled and prerendered in 3D. This is pygame sprite rendered, not OpenGL rendered. Am I missing something basic here? Anyway, I think I fixed the loading bug with the very latest release. > Anyway, > The game looked nice. Sprites were good looking, explosions too. > The issues I had with gameplay were > 1. The enemies wrap around the screen(i assume) but the bullets don't. > I love that about the asteroids, being able to shoot the enemies from > through the screen. Perhaps you don't want this, > but I liked it in asteroids. Yeah, I didn't want the bullets to wrap. Felt it would be too easy. > 2. The bullets die out after about 3/5 of the screen. I have to fly > over to the enemies to kill them. Yes - all but the laser gun, whose range is the screen extents. Again, too easy if your shots can traverse the screen. > 3.The maximum acceleration was a little too slow. Turning was too slow. > The deceleration was too high. It was too easy to position yourself > somewhere or avoid the enemies. > > I only played the first level, however, so I don't know if these persist > throughout the game or not. > Perhaps different weapons can shoot further, etc. > It was pretty fun, interesting premise (the backstory.) I'll try it > again when the memory issues are dealt with > and I'll play it more thoroughly & give more gameplay-oriented feedback. > No chance you'll release the source since you're thinking of going > Shareware I guess? If it completely flops, I'll release the source :) Thanks for the feedback, Luke. Dave