I just tried it, im in ore. And one man can make all that ? impressive !
How did you make the voices, and the music ? this has a really pro touch to it.
Version 1.02 of Grappling Hook, both demo and full version, is available.
You can download the new demo version here: http://ghook.speedrungames.com/GrapplingHookDemoSetup.exe
Changes Since Version 1.01:
- You can switch the language of the game to German. (Spanish and Catalan will follow)
- The controls can be configured with a config-file. (keys.cfg)
- Recreated the font and changed the font-renderer so it supports all ASCII-characters.
More information at: http://www.speedrungames.com/
@mcbeth:
Now you can configure the controls now in the keys.cfg.
Trussell said:
I really enjoyed it!
That makes me happy. :)
Baune said:
I just tried it, im in ore. And one man can make all that ? impressive !
How did you make the voices, and the music ? this has a really pro touch to it.
Thanks. :) I've worked for around 7 months full-time on it.
The "announcer" is my voice tweaked with Audacity.
The music is by Silence: http://www.jamendo.com/de/artist/silence/
To use it in a commercial project you should buy a Jamendo Pro license (,which is quite expensive for small multi-platform games).
finished it, nice and quick thanks one little "bug" when I set the mouse to move forward at the start of every new level move forward seens to be called automatically and I have to "catch it" and it ran smoothly on my GF6600 GT but on the default settings will give it a run at a higher setting tomorrow I think u can lower the system req and widen your market some
Does it support dual core my laptop is broken so all i have is my comp which cant run it (very old) but im dying to play the game everyone is talking about it looks amazing * where is Asus with my laptop* . MY laptop is 1.6 ghz dual core will it run it, ive got the other specs 2gb ram and ati 2600.
mcbeth said:
finished it, nice and quick thanks :D one little "bug" when I set the mouse to move forward at the start of every new level move forward seens to be called automatically and I have to "catch it" and it ran smoothly on my GF6600 GT but on the default settings will give it a run at a higher setting tomorrow I think u can lower the system req and widen your market some ;)
Thanks for the bug-report.
I didn't thought it would run smooth on a Geforce 6600. Good to know. :)
Livewires said:
Does it support dual core my laptop is broken so all i have is my comp which cant run it (very old) but im dying to play the game everyone is talking about it looks amazing * where is Asus with my laptop* :( . MY laptop is 1.6 ghz dual core will it run it, ive got the other specs 2gb ram and ati 2600.
The game uses one core, but that shouldn't be a problem.
An ATI 2600 HD is perfect. :) It should run without any problems on it.
ncomp said:
any news on a mac version...
just that'd i'd love to play this....
The video states that there will be a version for Windows, Mac, and Linux. Hopefully there will be a JAR release so you can run it regardless of OS. But the game itself looks amazing.
bjbdragon said:
The video states that there will be a version for Windows, Mac, and Linux. Hopefully there will be a JAR release so you can run it regardless of OS. But the game itself looks amazing.
Yes, there will be also a version for Mac and Linux.
I will release the Mac version within the next 3 weeks.
i honestly can't wait for this…
ncomp said:
i honestly can't wait for this...
Me either! I ran the demo on my desktop and it blew my away but I'm waiting to buy it for my Macbook Pro as I'll get to play it more there :)
just saw this mentioned on indiegames.com
well done.
as promised
GF6600GT highest res
144090075 (no bloom) very smooth
144090075 (bloom) playable but noticeably slower
didn't play all the way through though, my comp has issues(freezes) with anything (hi res 3d+shaders) these days, but I could put my head on block and say that in it better days in would handle this nicely
I didn't find a way to read FPS ingame, so maybe my results doesn't say much…
HD 4870:
1920108075, 8*AA very smooth
But as I said, It doesn't count much, since i've got 75fps on COD4…
Ey Jack, congratulations for making it to the ‘Essential Release List’ in the Mod DB newsletter ;D
Thanks everyone for feedback and comments.
tim8dev said:
I didn't find a way to read FPS ingame, so maybe my results doesn't say much..
You can enable the FPS display with F4.
Don't know if you already know this:
JackNeil said:
tim8dev said:
I didn't find a way to read FPS ingame, so maybe my results doesn't say much..
You can enable the FPS display with F4.
Ooops I missed that.. so my results:
(curiously) I'm getting 62 fps.. and excactly 62 fps, no matter if I choose 4*AA or 8*AA..
Have you enabled VSync?
When not the framerate is limited to 60 FPS.
ttrocha said:
Don't know if you already know this:
http://www.indiegames.com/blog/2009/10/indie_game_pick_grappling_hook.html
It seems some people complain about the steep system requirements for this game. I can vouch myself that it is playable on a GeForce FX 5200 at 800x600, albeit without bloom enabled, so the minimum requirement of GeForce 7000+ is incorrect, although I see the red notice on the bottom of the screen about the fps being low.
I assume you're not using any scene partitioning? That's the only explanation for low performance on this card as it's depth buffer implementation is not as good at handling overdraw as newer video cards. I can play Half Life 2 with medium settings at 1920x1080 resolution on this card.
There is a lot room for optimization, but I thought that most players of the target group have a graphics card, that is newer than 4 years.
New graphics card can process so many vertices/triangles, that I didn't cared about culling or scene partitioning. I just batched everything together, that has the same texture. So for the main-geometry, there is not even effective frustum-culling.
The red notice shows up, because of the physics update rate. The velocity of the player and hooks can be very high. On low framerates tunneling may be possible. A fixed framerate independent update-rate for the physics would be the best solution.
JackNeil said:
Have you enabled VSync?
When not the framerate is limited to 60 FPS.
No I don't have VSync enabled.. with VSync I got 59|60 fps..