The scenery gets more and more a complete “game” if you want to say so.
Changes from version 0.51 to 0.54:
– Memory pools adapted
– Title screen added
– Gas station added
– Splash screens work again (due to new core from 02.03.2025)
– Control scheme screen added
I also managed to create a basic HF32 label (for the BW-version) which is based on a template from Fwow13. Tronimal also helped me by giving some hints on creating a workable label. One has to chose tolerance = 45 in the HF32 application to get a good contrast.
The gas station sadly disappears completely under a certain angle and distance, I don´t know why. I tried to use meshes not longer than 160, and Jorgeche also couldn´t help me there (which is rare, mostly he knows everything and always helps me ).
Thanks again to the VUEngine team for helping me on Discord, I came much further with my game than I had ever imagined!
– build with VUEngine 0.6.0
– new core used (from 20.02.2025)
– removed unnecessary showcase files
– corrected rewind music function on b-button
– added overbridge
The splash screens do not work at the moment (I hope VUEngine team is looking into this), so the game directly starts in the wireframe scenery.
There seems to be a transition from the table 2 to table 3, at least reatroachievements claims this:
“Transition from the 2nd table with the space station to the 3rd table with the stars. You have to get 3 whales! ” https://retroachievements.org/achievement/419443
A friend of mine who works as an engineer lets the (simplified) stand for the controller be manufactured by one of his supplier.
The dimensions are a mixture of Dudeway4´s measurements and mine.
I hope that it will hold my controller with rumble pack well
This is the technical drawing, if someone is interested in.
I can´t really help you with the code, but the tutorial is from Virtual Chris, he is sometimes active here but I think more in the PVB-Discord channel. Perhaps you can ask him directly.
“…and the new image quantizer that runs before conversion. Previously, images had to be indexed PNGs using the correct palette. Now, users do no longer have to worry about such things. In this context, the entity editor now also allows you to create HiColor (7 color frame blending) sprites.”
PVB knows it all
Look at the game description:
“A prototype definitely exists, the game was shown on Space World 1995 and E3 1996 and was even previewed by Nintendo Power.”
Just a very tiny update:
– footpath of the bigger house corrected
– wind turbine added.
Version is still 0.5 but with a newer date.
Looking into the collision stuff right now.
Not sure if I am able to create something satisfying though. My knowledge is still very limited.