Geas Demo, new PC release version of VERGE 3.
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mcgrue

We should be noisier: since last this newspost spoke, we've had 72 revisions of VERGE 3 in the SVN repository, 123 revisions of the new website, and 7 months of gruedorfers... well, Gruedorfing.

The most up-to-date work-in-progress build of verge3 can be found in Kildorf's most recent Geas demo. Please direct any questions about what's new and/or incompatibility questions with existing projects to this comments thread, where Kildorf and Overkill will explain things in calm, soothing tones.

For those of you who are floundering for LuaVERGE documentation, Little Daddy Kildorf's got all talk and no action so far with his Lua Verge Tutorial. Perhaps he could be motivated with emails, forum messages, and brief conversations on IRC to rectify this terrible oversight!

I should make news posts more often.

Posted on 2009-07-01 12:02:48

Overkill

Ah, but hold on. This uploaded demo is the exact same as this link: http://www.gearleaf.com/files/geasalpha_20090608.zip

Thus the "most up-to-date work-in-progress build of verge3" is not true. Read the comments: http://www.gearleaf.com/node/38#comments

There were tons of blitting operations that were broken, since they were being redone. I have fixed them, but there are currently only blitter modes for 32bpp now, since I can't test 16bpp mode on anything.

Anyways, the real "up-to-date" WIP is always here (username/password anonymous/anonymous): http://www.verge-rpg.com/svn/verge3/trunk/redist/verge.exe

That said, the Geas demo works fine, since it doesn't use any of the more exotic blitters. My games (which were using an old exe before zeromus announced he "broke everything" in an SVN commit) wouldn't work with the exe that comes with Geas. After I fixed it, things were all cool and stuff.

So yeah, get that other exe from the SVN, if you're planning to use the WIP build in a game you're making. Please.

Posted on 2009-07-01 15:36:15 (last edited on 2009-07-01 15:37:06)

mcgrue

Overkill:

Although we keep the most bleeding-edge build current in the SVN, not everyone is inclined to install a SVN client, nor should we require that of our users.

This is the most recent well-formed demo I could find: I stand by my post.

You should release a more current demo. Something playable is always better. In all of my years here, I don't think a verge.exe without a game attached has done any new user any good.

Posted on 2009-07-01 20:33:50

Overkill

Quote:Originally posted by mcgrue

Overkill:

Although we keep the most bleeding-edge build current in the SVN, not everyone is inclined to install a SVN client, nor should we require that of our users.

This is the most recent well-formed demo I could find: I stand by my post.

You should release a more current demo. Something playable is always better. In all of my years here, I don't think a verge.exe without a game attached has done any new user any good.


Except, you can point any browser at that URL to load the latest compiled binary. You don't need an SVN client.

But you're right. We do need games/demos using the new engine. I will see what I can do about getting Molasses Monsoon or another small game in a demoable state.

Posted on 2009-07-01 21:04:04 (last edited on 2009-07-01 21:04:44)

rpgking

Wow...that new executable is 1.7 MB? The last version of Verge3 I played with was 592kb. That's not a debug build is it? :D

Posted on 2009-07-01 22:11:59

aaronwright

Glad to see verge still exists!

-choris

Posted on 2009-07-01 23:11:29

Overkill

Quote:Originally posted by rpgking

Wow...that new executable is 1.7 MB? The last version of Verge3 I played with was 592kb. That's not a debug build is it? :D


It's release mode. But Verge was about 1mb three years ago, when uncompressed. Normally official releases have compression on. It seems somehow the UPX compression action that normally happened was once again removed from the build process. Since we're not at release stage YET (but getting very close), the exe compression thing is still a lower priority. Plus, adding UPX slows down normal compilation, so it's probably alright to keep it off for now.

I will have to look into that. But yeah, the code is growing. Also, I changed some optimization settings to favor speed, it may have inflated code size a bit. But I don't think that has had a considerable dent on the filesize.

After UPX, it'll probably drop down to its usual 700-800kb again.

Posted on 2009-07-01 23:23:44 (last edited on 2009-07-01 23:28:15)

pthaloearth

I"d like to point out that font transparency is broken in the svn version. (255,0,255 shows up.) The system fnt (index 0) works as it should however.

All the other advanced bliting that my game uses seems to work from what I've tested thus far.

Posted on 2009-07-02 10:41:24

resident

Quote:Originally posted by Overkill


Except, you can point any browser at that URL to load the latest compiled binary. You don't need an SVN client.

Compiled for Win32, I assume?

I mean, it's probably a dumb question, but...

Posted on 2009-07-21 13:31:40


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