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2006-08-09
, 13:12
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Posts: 1,361 |
Thanked: 115 times |
Joined on Oct 2005
@ Toronto, Ontario, Canada
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#12
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2006-08-24
, 10:38
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Posts: 3 |
Thanked: 0 times |
Joined on Aug 2006
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#13
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2006-08-24
, 14:55
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Posts: 1,361 |
Thanked: 115 times |
Joined on Oct 2005
@ Toronto, Ontario, Canada
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#14
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2006-08-25
, 06:12
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Posts: 3 |
Thanked: 0 times |
Joined on Aug 2006
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#15
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2006-09-03
, 17:00
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Posts: 1,361 |
Thanked: 115 times |
Joined on Oct 2005
@ Toronto, Ontario, Canada
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#16
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2006-09-07
, 14:07
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Posts: 45 |
Thanked: 1 time |
Joined on Apr 2006
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#17
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2006-09-07
, 17:10
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Posts: 40 |
Thanked: 1 time |
Joined on Nov 2005
@ Espoo, Finland
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#18
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I can't figure out how to attack and sometimes when I end a turn AI takes over my player... so it's 6 computer players battling it out. Otherwise it was fun as hell! Not being able to figure out how to attack kind of defeats the purpose of the game though.
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2007-01-11
, 13:15
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Posts: 3 |
Thanked: 0 times |
Joined on Jan 2007
@ Turku - Finland
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#19
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2007-12-13
, 21:11
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Posts: 46 |
Thanked: 26 times |
Joined on Dec 2007
@ Helsinki
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#20
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If you decide to recompile SDL_Mixer with ogg support, make sure that you use fixed point vorbis implementation (Tremor). But even in this case decoding audio in realtime will take quite a significant share of CPU resources. The best solution would be to have support for decoding vorbis using DSP core and also use DSP core for audio in SDL_Mixer as it is a common high level API used in many games. Feel free to add your vote for this issue in bugzilla
PS. It is good to see more game developers in this forum