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Plese help testing my first game

Started by Aqutiv Aug 14, 2000 at 1:53 PM 25 replies 2.1k views
Original Post
Aqutiv
Aqutiv
I wasn''t going to announce this here.. Mostly because it really is just a tetris-clone I made while learning DirectDraw... :p However a few people have told me that all they see is a black screen and the they get throwned back to the desktop, and a couple told me it works fine for them... So I was wondering if you guys can check it out and tell me how well it worked and what computer and stuff did you use... Here''s a screenshot: Download it here! (32kb) Any other thoughts are more then welcome... (such as... what the problem might be and how can I fix it?)
AquDev - It is what it is.
Ataru
Ataru
I ran it once, and it worked fine, but I did not know the keys, so I exited and looked at the readme. When I tried it again it would give a black screen, start to draw, and then it exited immediatley. Now it doesn''t run anymore. Weird.
LJG
LJG
It did the same thing to me. I tried to restart it a few times and found it would only work every 3rd or 4th time. The rest of the time it would just show a black screen for a second and then kick me back to the desktop.
Aqutiv
Aqutiv
Argh, What did I do?
I re-checked it, and everything looks fine..
what could be wrong?
Maby I shouldn''t bother...
AquDev - It is what it is.
Quantum
Quantum
does the same thing for me..

u sure u releasing everything you create propley?.
crazy-vasey
crazy-vasey
Worked the first time then never again.

http://users.50megs.com/crazyvasey/
Aqutiv
Aqutiv
Thanks alot for testing, I appreciate it.
I think i''ve got it, I did release everything, heh, that''s the first thing i''ve looked... What I didn''t do is not restoring all surfaces. Other then that I fixed an inner bug releated to the speed increase.
I''m not sure if it''s fine now... but if you care to re-check it... I''d be happy.
AquDev - It is what it is.
Diemonex
Diemonex
did you upload your new version to the same url? If yo did you still have a problem
I had the same problem, but I could run it after it had chrashed, and it didnt seem to have any pattern when it exited. It could exit at startup, or when you display a yellow brick, or purple etc.

Diemonex Games
Diemonex Games
MatrixCubed
MatrixCubed
Try putting error checks around every DirectDraw call you make. Spit out information to a text file if you have to, which really helps sometimes. Something like:


HRESULT rval = lpDirectXInterface->DirectXCall();
if (rval != S_OK)
// Do some debug stuff
endif


Good luck!





[ 1 0 0 0 ] 3
[ 0 1 0 0 ]
[ 0 0 1 0 ]
[ 0 0 0 1 ]

Aqutiv
Aqutiv
You know what the strange thing is??
It works perfectly on my computer.
I think it''s actually a DirectX problem... In fact, someone had told me that it didn''t work for him, but then he said that he installed the DirectX 7.0a patch and it works fine..
AquDev - It is what it is.
Arjan
Arjan
It has to be something else, because I''ve DX 7.0a installed, but it still crashed. It started up fine, but when I filled a line it crashed, and it doesn''t startup anymore.
--------------------------Programmers don't byte, they nibble a bit. Unknown Person-------------------------
Namia
Namia
Very strange.

First try - switched screen resolution, black screen, exited.
Second try - it worked!
Third ... Eight try - same as first, exits.

PII-333, 196mb ram, tnt2 video, Win2000 Pro.

Make it work, don''t give up.
SubPixel
SubPixel
Worked fine here. Every time.

One thing I did notice when you quit, the screen jumps around a lot.
Maybe it''s just my resolution changing back to normal, but usually when
I see something like that when it happens to my program, it means I
didn''t shutdown properly. If you create your main window first and
then create DX second, you should destroy DX first before you destroy
your window.

If your main window is still full-screen and active when you destroy DX,
it should hide all the jumpy resolution changing behind it. So it will
look a lot cleaner when you shutdown.

SubPixel

http://www.geocities.com/subpixelgames/index.html
Xeno
Xeno
same problem here , i tried 5 times , on the six its ran...
very strange.

but dont get down its happens to everybody , i had tons of bugs like that in my games and i resolved it (i never saw that one ) , take your time , u will resolve it
------------------------------- Goblineye Entertainment------------------------------
Aqutiv
Aqutiv
that''s indeed strange...
I think I did everything all right, I even used one of the DX7 SDK examples and built upon it. could that be a problem specific
to my computer and/or my compiler(VC++6)?
If I can''t get such a simple game to work for others (most of them), then I can''t probably do anything else... which I''m afraid off. Maby I should just give up... I''m better in web development, anyway.







AquDev - It is what it is.
AquDev - It is what it is.
Quantum
Quantum
if you still have problems, upload the source for us to take a look over
SHilbert
SHilbert
It works fine for me too -- nice game, btw!

DX 7.0a (I believe, may just be 7.0)
PIII 600 MHz Dell Dimension XPS T600
Diamond Viper V770D (video card)
Nice big monitor...

I think that the problem may be that you're using an obscure display mode (24 bit, for example) that some computers may not be able to handle. See if you can change it...

lntakitopi@aol.com - http://www.geocities.com/guanajam

Edited by - SHilbert on August 19, 2000 6:35:46 AM
Aqutiv
Aqutiv
Well, I used 16bit, which I don''t think is much of a problem.
The source is at:
http://www.gtascene.com/~aqutiv/files/brk.cpp it uses ddutil and is nothing I''m proud of. :o
I really appreciate your help.


AquDev - It is what it is.
AquDev - It is what it is.
OutAxDx
OutAxDx
It works fine for me. You need to add error messages, so you know what goes wrong when it does. If a function fails, display an error message.

Maybe you aren''t releasing everything, and then you run out of video memory, and it can''t load it into video memory, so it exits. I always have it put it in system if it can''t do video anyways.
OutAxDx
OutAxDx
Why are you using 16bit? Your images are 8bit, so why not use an 8bit video mode? Just wondering.

man... thats cheap. ddutil.. I have to do all my code by myself, which is why 16 bit is such a pain, gotta figure out the pixel format and stuff. Its only one line of code to do so however. It just took a while to figure it out.

Edited by - OutAxDx on August 19, 2000 9:47:13 PM

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