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Early Dev / Re: Adventurer - A Roguelike
« on: September 03, 2010, 07:45:24 PM »
I'll see about getting some screenshots up on the main pages of both. And the problems with getting it to run... I honestly don't know what's causing it. If anyone has any experience with C# or similar and the ability to open the files like Visual Studio, then see if you can help spot what may be causing it.
On another note, like I said on the front of the Code page, I'm using the XNA framework for now. That means you need the XNA framework, the .NET framework, and DirectX 9.0c. I know that's a ton of junk, I was just using it early because it made working with graphics and stuff easier. One of the not too far off updates will switch entirely away from XNA to OpenGL or SDL. That should lighten up the requirements considerably. Also, I recently implemented some try-catch code that in theory should put out a text file with a log of the crash whenever the game finds that it can't run anymore.
I am glad to have some interest in this. I'll definitely keep working on it, and more than anything else right now, I'd like to fix whatever's causing the startup crashes. Not everyone has them, so maybe we can all figure out what the difference is. Maybe it'll go away when I do the XNA removal. Check back on the download page a week or two from now, and that should be done.
EDIT: I now have Adventurer 0.0.1 ready at the download page, and it is now stable. It's a full SDL conversion. Not a bit of XNA remains. Compatibility is at an all time high. Most have been able to run it without jumping through hoops, and the only two I saw with problems both generated an enlightening crash log, which is more than there was before. So it should be safe to assume that it will work on your system, unless you have an unusual setup. Just download, open the .zip, and run the .exe. It should run. If it doesn't, /ErrorLogs/crash.txt will in all likelihood tell you or me what the problem was.
On another note, like I said on the front of the Code page, I'm using the XNA framework for now. That means you need the XNA framework, the .NET framework, and DirectX 9.0c. I know that's a ton of junk, I was just using it early because it made working with graphics and stuff easier. One of the not too far off updates will switch entirely away from XNA to OpenGL or SDL. That should lighten up the requirements considerably. Also, I recently implemented some try-catch code that in theory should put out a text file with a log of the crash whenever the game finds that it can't run anymore.
I am glad to have some interest in this. I'll definitely keep working on it, and more than anything else right now, I'd like to fix whatever's causing the startup crashes. Not everyone has them, so maybe we can all figure out what the difference is. Maybe it'll go away when I do the XNA removal. Check back on the download page a week or two from now, and that should be done.
EDIT: I now have Adventurer 0.0.1 ready at the download page, and it is now stable. It's a full SDL conversion. Not a bit of XNA remains. Compatibility is at an all time high. Most have been able to run it without jumping through hoops, and the only two I saw with problems both generated an enlightening crash log, which is more than there was before. So it should be safe to assume that it will work on your system, unless you have an unusual setup. Just download, open the .zip, and run the .exe. It should run. If it doesn't, /ErrorLogs/crash.txt will in all likelihood tell you or me what the problem was.