Original Post

I’m posting this in Development because it’s more like a code example than a useful program. The “readme” explains the rest. I’ve attached a screen-shot below, but it looks a lot more “amazing” in motion πŸ˜‰

11 Replies

Wow… that’s pretty cool… nice job! For some reason that reminds me of the SNES Zelda boss in the water where you get the hookshot πŸ˜› .

DogP

Wow, thanks! That’s high praise indeed, coming from the master of VB dev and being compared to the master(s) of SNES dev! πŸ˜€

Amazing! That came surprising. I can’t wait to try it out at home. πŸ™‚

Fantastic! A really inspiring tech demo! Also thanks a lot for including the source once again. πŸ™‚

It has a serious bug, though: I tried it on FlashBoy and the objects are randomly “flickering” up and down. Like a fourth of all objects is randomly changing heights. I tried to take a screenshot but, unfortunately, it was not good enough to see the details.

KR155E, my man! Thanks for the kind words (not to mention the front page headline :-o)!

Well, I knew it wouldn’t be quite right on hardware, but I let someone test it on their Flash Boy and he didn’t report it as being that bad… (I really need to fix my flash cart so I can tweak my code and try out the other cool home-brew out there.)

Have you tried both ROMs in the archive? I thought they each used different timing settings (It’s using vbWaitFrame :/ I know…) but they seem to be about the same in my (sloooooow) Reality Boy, so I don’t know…

Also, sorry about making you reverse-engineer the button map. I don’t know where my head was when I was writing the readme πŸ˜›

It’s the same in both versions. πŸ™

Great work RunnerPack! This is a really good demo! This is what they should have done with the water effects in Waterworld :thumpup:

Thanks, Dan!

I was thinking you might be able to use a modified version of the algorithm for the water in your Zelda game, but I kinda like the minimalistic water effects in the Zelda series…

I think it would work best (turned 45 degrees and with perspective applied) in a Wario World-esque, fixed-perspective, side-scrolling, 3D platformer or a River City Ransom/TMNT-style beat-’em-up (I’ve always thought the VB really needed examples of both genres).

I’m not saying that you should work on these kinds of games, I’m just putting ideas out there πŸ˜€

KR155E wrote:
Fantastic! A really inspiring tech demo! Also thanks a lot for including the source once again. πŸ™‚

It has a serious bug, though: I tried it on FlashBoy and the objects are randomly “flickering” up and down. Like a fourth of all objects is randomly changing heights. I tried to take a screenshot but, unfortunately, it was not good enough to see the details.

Is this “random height change” in addition to the actual water ripples, or is the water static with flickering objects?

I’m trying to port this to VUCC, but the water won’t ripple and the objects are behaving in a way that sounds just like your description.

It was rippling, worked OK, but with distortion: some of the tiles were randomly very high or low.

Crumbs… I was hoping there was a clue to my problem there… Oh, well. Back to the drawing-board!

I’m thinking of starting a “blank” template project for VUCC using what I’ve learned, then try to recreate the water demo from scratch using it. Then, I could turn it into a “mini-tutorial” on using the IntSys kit.

 

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