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I’ve decided that since I have absolutely no experience whatsoever playing RPGs, that I am not a good candidate of programming one, so instead, I’m going to work on a fighting game (while I also have no experience playing a fighting game, I’d figure it’d be a lot easier programming one than an RPG.) So here’s my latest brainchild: Insect Combat. Right now, it’s just a warning screen and a title screen. The only two characters I’ve thought of so far are Gi-Ant and Behe-Moth. Any other punny names you guys can think of would also be appreciated.

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I’m back working on this again. There seems to be a few things wrong, though. First, the music. It puts out a second channel of notes sometimes when I didn’t tell it to. This must be a result of me not using the Soviet sound engine right or something. Second, the new jump cycle has a problem. There is a tiny black line that comes and goes for two frames’ worth of the frame. I’m still working on the jumping, but I doubt it’s going to be removed. See it in the picture? I may have to remove that frame all together if it keeps popping up.

VirtualChris wrote:
First, the music. It puts out a second channel of notes sometimes when I didn’t tell it to. This must be a result of me not using the Soviet sound engine right or something.

HorvatM wrote:
I noticed you always call DoSounds and PlaySound in pairs. You only have to call PlaySound when you want the sound to start playing. After that, you only have to make sure the game loop calls DoSounds after each frame and that will take care of playing the sounds. Calling PlaySound in a loop will make all free sound channels play the same sound, which probably isn’t what you want.

So don’t do this (example):

while(1)
{
  DoSounds();
  PlaySound(sndMusic);  // takes up all sound channels until none are free
}

Do this instead:

PlaySound(sndMusic);  // takes up exactly one sound channel
while(1)
{
  DoSounds();
}

And you should be synchronizing your game loop to the VIP, but I don’t know how that would work with your existing code.

I think I solved the sound problem. I didn’t use StopAllSounds before the fight begins. Here is an updated zip file.

Here’s the latest. Stayed up just to work the kinks out. It’s almost 12:30 in the morning as I’m writing this. Let me know if you see any bugs (I mean, besides the ants.)

Added a little backstory and fixed the note lengths on the theme song. It was due to my complete lack of knowledge about some of the features in the Soviet sound engine. Let me know how you like it.

I want to work on this again. I’ve been thinking up of special moves for the enemies. Some don’t have any. For Behe-Moth, I figured he could squish other bugs by getting them between his wings and flap them. Any other ideas for the ones that don’t have special moves listed on my Insecticide page? (link in signature)

In the past I have suggested to you the possibility of Behe-Moth turning around and spreading it’s wings. Why you might ask? Simple Some moths have eye patterns on the back of their wings which look like birds of prey. this would frighten the other bug opponents and cause them to be stunned.

OK, that works too! I guess I could disable the opponent’s movement for a short time to allow more punching and kicking in.

In case you’re wondering, it isn’t me who is designing the ant sprite. Almost all the artwork done on here is done by Planet VB member Morintari.

New file made in my signature link. I’ve added “VIEW CREDITS” as an option, as well as, “START GAME,” thus moving the credits away from being a cheat. If I can think of any other options, I’ll move the VIEW CREDITS to an options screen and replace the text “VIEW CREDITS” with “OPTIONS” on the title screen.
What I’m planning on doing next is composing and adding some new music for the fighter selection screen. This is why the music stops and restarts once you pick START GAME. Works OK on a real Virtual Boy.

What I’ve decided to do is have each fighter have a specific theme, and for that theme to play when a fighter is on the screen during the fighters selection process. So when the screen says “CHOOSE FIGHTER” and Gi-Ant is on the screen, Gi-Ant’s theme will play, etc. Now I have to compose 5 more themes! Since Gi-Ant is the only designed character so far, all characters will revert to Gi-Ant once the fight begins now. New ROM in my signature link.

I found this. I guess I’ll have to change the name back to Insect Combat.

http://www.mobygames.com/game/nintendo-ds/insecticide

What do you all think about the name “Bug Battles”? It’s a lot shorter and therefore would be easier to put all of it on the screen?

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I like Insect Combat more. It means pretty much the same thing as Bug Battles, but sounds better to me.

I think I’ll just keep the name Insecticide. I like it, it sounds like the bugs are trying to kill each other, which is true, as it’s like Mortal Kombat, and if it’s still there, I may just buy Insecticide for the DS just to see what it’s like. It’s been a few months, I wonder if it’s still there…

Well, anyway, I got the Insecticide DS game, from the box it looks like it’s a police game, haven’t played it. I decided it had been too long since I worked on this game, so just to keep my C coding up to speed (VB is the only place where I do C coding), I replaced the title screen music with a new song I composed, check it out and see if you like it. Everything works OK on real hardware, although I do have to speed up Gi-Ant’s and Behe-Moth’s music up a little bit.)

New sprite art by PVB member Morintari. To see it, punch by pressing A.

Hi all, question. Morintari sent me two pictures of the “Banana presents” screen. One picture has the banana to the right and the other has the banana to the left a little bit. My question is how do I make the banana appear in 3D?

You simply have to display the one image on the right screen and the other on the left screen. This means instead of displaying one map using WRLD_ON on both displays you have to display the left image using WRLD_LON on the left screen while displaying the right image using WRLD_RON on the right screen.

That’s what I thought, but it didn’t work right for some reason. Maybe because I put the left one in the right and the right one on the left? I switched them around. Maybe this is 3D? I don’t know, my eyes have trouble discerning what is and isn’t 3D with the Virtual Boy for some reason, which is odd because the 3DS works in 3D for me.

 

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