Posts Tagged ‘moons of subterrane’

Moons of Subterrane Note

Posted by (twitter: @stuckieGAMEZ)
Tuesday, September 1st, 2009 4:06 pm

Just a quick note as I’ve had a few comments about this now:
As stated in my post mortem here I _severely_ buggered up the submission and included an old EXE in the upload, but the source to the correct version.
I did upload a fixed EXE compiled from the source in the package, however… but people may not have caught it.

The easiest way to check whether you have the correct version or not ( so I know if there really IS a speed issue or not ) is if you get sound. The old EXE has no sound, the correct one does. Those who have tested my game, could you double check that you’re using the correct EXE, please?

Again, if you want to make sure I’ve not just fixed something and tried to put that up, you can compile the source yourself, and can check the source for the framelock code in code/engine/CInterpret.cpp and the updateInterfaces function, which does a nasty hacky SDL-specific framelock to 60FPS.. I’m sure FRAPS or something will be able to detect the FPS of the game, and tell you whether it’s framelocked or not.

I do apologise for this and will make sure I properly test things in the next Ludum Dare!

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