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Post by swordmasterharuka on Jan 12, 2008 0:59:56 GMT -5
Hi, I'm trying to play this game (because I LOVE StarTropics) but I keep getting this error. I'm running Windows XP with 1gb of RAM and a 2ghz processor. I also have an Nvidia 6200 series graphics card. I installed the OpenAL stuff that came with it, so beyond that, I don't know.
An error has occurred!
Source: Tao.OpenAl
Message: Unable to find an entry point named 'alutInitWithoutContext' in DLL 'alut.dll'.
Stack Trace: at Tao.OpenAl.Alut.alutInitWithoutContext(Int32[] argcp, String[] argv) at ST3.AudioPlayer.loadALData() at ST3.AudioPlayer..ctor() at ST3.Main.InitializeGame(Int32 areaIndex, Int32 roomIndex) at ST3.Main..ctor() at ST3.Program.Main()
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gellin
Administrator
startropics.com
Posts: 560
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Post by gellin on Mar 16, 2008 21:25:19 GMT -5
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Post by shinigamihedgehog on Mar 28, 2008 11:02:48 GMT -5
Is there a chance of you uploading this game to the Wiiware? I don't really know how copyright issues work on the Wiiware, but wasn't Dr. Mario kinda fan-made? If not, you could always NOT call it Startropics. J/K
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gellin
Administrator
startropics.com
Posts: 560
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Post by gellin on Mar 29, 2008 11:47:39 GMT -5
There's no chance of this game being on WiiWare since ST is owned by Nintendo. Dr. Mario actually was made by Nintendo, not by a fan. The only way I'd be able to put this up is to change all the graphics and keep the core gameplay but really have no reference to StarTropics. But then there is all the stuff I would have to do as well in order to be considered a Nintendo developer, which includes Nintendo acknowledging me as a developer, paying a few thousand dollars for their development hardware, going through the process of getting the game rated by the ESRB, and other various legal stuff like trademarks and what not. Oh, and I would have to completely rewrite my rendering and sound code in order to get it running on the Wii.
Short answer: Nope
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gellin
Administrator
startropics.com
Posts: 560
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Post by gellin on Jul 5, 2008 8:46:28 GMT -5
New version of the level editor is up! The changes are as follows...
- The walls that you can break by attacking them can now be used with any texture instead of only with the spaceship like before. - There are four new textures: Cave_DarkTeal, Cave_Gray, Cave_Red, and Ruins_RedLava. Thanks to Enhas for giving me the color palettes for them! - The rooms now have a Dark property on them that you can set to cause the room to be dark when you enter it (so you can have a room that is dark without having to place a light switch tile).
- New items have been added. They are the lantern, try your luck sign, anklet, and vitamin-x. - The spiked shoes have been added making all of the weapons from ST1 in the editor now. - I've begun adding select ST2 enemies as well. The new ones are the wild boar, skull bug and the fire that shoots up from the ground. - There's also a new tile exclusive to ST3 that has been added. It is the cracked tile. You can jump on this tile but as soon as you jump off of it, it cracks and destroys itself. Thanks to MJ for the idea!
I also fix a crash bug that occurred when trying to exit the dungeon either through the entrance or final room. All of your current dungeons should work properly without having to change anything.
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Post by ZeedDragon on Jul 6, 2008 14:35:53 GMT -5
Excellent update, gellin!
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Post by nightscrabbler on Aug 31, 2008 16:14:58 GMT -5
Amazing work, gel!
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triston
Coralcolian Villager
Posts: 1
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Post by triston on Sept 28, 2008 16:01:45 GMT -5
I've been playing this a lot lately, working on some of my own levels, and I was wondering about a couple of things.. - How does it determine the starting point of an area, or the custom levels as a whole to determine where the game starts off?
- How about being able to assign where a specific room starts? I can't have a checkpoint in certain rooms in my game because I'll start in the water, for example.
- Sometimes I'll make an overworld map and Sub-C will start not where I want it to at all, such as in the middle of an island, and then I have to build the level around where Sub-C starts.
Once I do this, somehow something in the Area changes and Sub-C starts in a totally different map.
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mr11
Coralcolian Villager
Posts: 3
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Post by mr11 on Nov 7, 2008 16:36:10 GMT -5
Can i help make st 3 ?
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Post by shinigamihedgehog on Apr 30, 2009 18:43:54 GMT -5
NECRO BUUUUMP j/K Today I downloaded Gellin's ST3+Level Editor. This game is so hard I was stuck on the first level! (Dolphin Island). I didn't know where to go or what to do. The Level Editor looks amazing! I messed around with the monsters first (please don't take that the bad way) and boy, it was so much fun. I placed so many monsters in one room, it was like entering hell! In fact, I think somebody made a dungeon named HELL, I'll download and play it to see if I can get through it. XD Other details The engine works pretty good. Sometimes it's a bit TOO stiff, though. Even more than the original game. But.. I can still make my way around, and kill some monsters. (I suggest Mike should jump a bit higher too). I can't wait to make some levels for yall. So you can see that when I said I wanted to be a stage designer... I MEANT IT. >=D
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gellin
Administrator
startropics.com
Posts: 560
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Post by gellin on Sept 3, 2010 7:43:55 GMT -5
I've released a new version of the level editor! I believe I've fixed all installation failure issues this time around. The installer should now work on 32-bit and 64-bit versions of Windows XP, Vista, and Windows 7. The dungeon file format has changed. Everything is now stored in one master file instead of multiple files and folders. You will need to download the custom dungeon converter if you have any old dungeons you want to convert. All created dungeons should now be saved in the dungeons directory instead of customDungeons. Misc Editor Improvements - Each room tab you open now has a close button on it. - A tooltip now appears that displays the room name when hovering over the rooms in the Dungeon Layout. - More detailed error messages appear telling you exactly what rooms have invalid trigger issues. - The StartingRoom and StartingHeartAmount now work correctly when playing the current area. - Both the StartingRoom and EndingRoom can now be found on the Area Properties instead of the Room Properties. The StartingRoom will work for all types of areas. - The stairs/quicksand room that you previously would set on the Triggers tab has been moved to the Room Properties and is now called the WarpRoom. - The import option now allows you to import multiple areas from one project to the current project. - You can finally organize your projects exactly how you want them by dragging the area and room nodes around in the project tree. Rooms may only be dragged around into their same area. The new installer and dungeon converter can be found on the Downloads page at startropicshq.com It's great to be back working on this again. Enjoy!
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Scotty D.
Administrator
Totally Awesome Dude
Roll Initiative!
Posts: 7,312,445
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Post by Scotty D. on Sept 4, 2010 7:51:24 GMT -5
Had a quick suggestion...if it hasn't already been suggested:
Would it be possible to make an option to have Mike start on any tile in the room...instead of just the center tile? This makes layouts of certain rooms fairly limited, imho.
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gellin
Administrator
startropics.com
Posts: 560
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Post by gellin on May 23, 2011 22:43:04 GMT -5
Hey guys! Sorry, I haven't been around lately. I've been too busy getting engaged!!! Things were a little hectic for a while . But I'm back now and hopefully will be a little more active around here again. To start with my return, a brand new ST3 update for everyone! A new cutscene editor has been added to the level editor! This new feature allows you to create mini-cutscenes within the game such as talking to the chief or displaying the chapter intro. Cutscene Editor Features - 26 different images are provided to create your scenes with. - 2 different chapter intro music selections to choose from and 9 different scene music selections to choose from. - You can make cutscenes play by triggering them via the triggers panel when editing an overworld or village area. A new option on the dialogue tab allows you to have a cutscene play when you talk to a villager. When editing a cutscene, you'll want to look at the triggers tab. This will provide you with different options to do once your cutscene ends. Music - I've rewritten how the game handles looping music. The music should sound seemless now instead of that 'pop' that was occurring on certain tracks when it started over. Also, you no longer have to enter the IntroMusic in the editor. There's just a single Music property that needs to be set now. - 6 new music selections have been added for the village music. - With the addition of the cutscene and village music, ALL music from ST1 is in the game now! Sfx - A new Speech Type setting on the dialogue tab has been added. You can have the text be spoken like a human, a robot, a dolphin, or a parrot. - Some sfx were only playing the right channel so it sounded bad with headphones on. This has been fixed. As always, the installer can be found on the Downloads page at startropicshq.com. I hope everyone enjoys the latest update. I'm one huge step closer to being able to finish the game. Enjoy!
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Scotty D.
Administrator
Totally Awesome Dude
Roll Initiative!
Posts: 7,312,445
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Post by Scotty D. on May 24, 2011 14:14:10 GMT -5
It's exciting to know you're still alive!! Congrats on the engagement, btw. I'm sure that your life will be infinitely better from here on in! I'm excited to get a chance to try out the updated level editor. I unfortunately need to start from scratch, as my last computer crashed and I lost the levels I had created before. Sad I know...but this is great news! Welcome back, gellin!
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Post by shinigamihedgehog on May 25, 2011 11:15:09 GMT -5
Wow Gellin! Thanks! I'll be trying that out soon! Sorry I've been rather abscent lately too. I've been through a bit of hell lately. Hopefully things will start to quiet down and get dedicated again. And congratulations on your engaegment!
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