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Understood
@horvatmRegistered December 28, 2008Active 4 months, 2 weeks ago
586 Replies made

wazzal wrote:
The same “pixelated” bug still remains as in the other version, but it’s still very much playable long as you don’t sit your ship still 🙂

I don’t understand. Can you take a picture? Pause the game, and if necessary, press Select to remove the “game paused” text.

Anyway, yes, you should move all the time. Standing still makes you vulnerable. 🙂

The 3D effect is now reversed. I hope I did it correctly.

The game also now runs a little slower because I felt it was too fast. Of course I have no idea how it performs on hardware.

Attached is the new zip and some extra screendumps.

I suggest we use

http://en.wikipedia.org/wiki/ISO_3166-1_alpha-3

or

http://en.wikipedia.org/wiki/ISO_3166-1_alpha-2

preceded by an “H”, if we want to make a distinction between licensed and homebrew titles.

Agreed. I’ll do the same.

So… even we who submitted entries get to vote? How does this work, considering we can give points to our own entries?

KR155E wrote:
As for the possible type of community game, I’d love to see one of the following:
– Zelda
– Metroid
– Silent Hill (anyone ever played the SH2 demake?)
– Bangaioh

I would rather do a game that isn’t based on copyrighted content. This way we would avoid legal trouble. Plus, it would give graphic designers, story writers, etc. more creative freedom.

akumie wrote:
what Accesories?
I open start manu but find no Accesories, just kontrollpanel, run…

Start menu, then Programs (or All Programs), then Accessories and Command Prompt.

I think it’s a great idea. Depending on what kind of game we do, I might me able to do some programming, level design, and maybe even sound and music. (Well, at least I can try…)

RunnerPack wrote:
The only problem I have is the “inverted” 3-D. It’s a little distracting with the stars being “in front of” the player, yet obscured by him.

If you don’t mind modifying the source code (and potentially uncovering a spoiler), you can try messing around with the kParallax constant and the CreateBackground function. It looked fine in Reality Boy to me, unless the “Side” view is actually parallel, not cross-eye…

A suggestion: It needs sound so you can have a “ding” to show that the “sputniks” aren’t destroyable. I didn’t “pull up” in time and crashed while trying to break them 😛

I wanted to have sound but couldn’t due to the lack of examples. Maybe you could put some on the wiki? 🙂

Have you tried it on hardware? I’m concerned about the game speed – ideally, level 1 should take exactly one minute to beat, that is if you don’t lose any lives. (The Slowdown function controls that.)

DanB wrote:
(And it takes 2 bombs to destroy the houses 😉 )

Tough houses, those are! 🙂

Otherwise… wow. This is going to be just awesome.

Deadly-D wrote:
Maybe its been so quite [sic] cause everyone is scurrying to get as much done as possible in the last few days.

Exactly; that’s what I meant.

Fwirt wrote:
I’ve written 795 lines of code (which really isn’t much) for my entry in the last month and a half and I’m nowhere close to “finished” (although I will release something that I’ll be satisfied with for the compo) not to mention the time I spent planning the framework, rewriting broken code, making graphics, laying out tilesets… I won’t say it hasn’t been fun, but it’s not like you can just throw a bunch of pictures and sounds together and have an awesome game come out. I don’t mean to be rude, I’m just pointing out that we’re all doing our best here. I’m sure there will be some excellent entries by the deadline.

True.

I work on Soviet Union 2010 every day, and I still don’t make much progress because creating good levels is really hard. Code-wise, the main module is 979 lines long and is mostly finished.

But it’s been awfully quiet in here for the past few weeks. I’m sure it’ll be an interesting competition and we’ll all be surprised.

rubengar wrote:
One question! when the caracter stop, how to stop always in the first frame of the animation??

Why not just set ‘frame’ to 0? It controls what frame is displayed, right?

and other cuestion because the caracter looks bad to go through the background!!

I might be wrong, but I believe it’s because it has black pixels.

Fwirt wrote:
Also, I would recommend switching from the single file libgccvb to the more complete version that’s spread over multiple files (that’s also in the folder with my demos.)

Maybe his libgccvb.h #includes them, so he doesn’t need to bother with it. That’s what mine does.

Also, why do you use for(;;) instead of while(1)? Is there any advantage, or is it just a stylistic choice? I believe that the compiler will recognize 1 as being always true and will not generate code to test the condition.

I added a lives and level display. The game increases the level counter when you finish a level. The score and high score displays yet have to be added. I have also started writing the projectile-controlling code so the player and enemies will be able to shoot.

Does anyone want to design levels for this?

Attachments:

Would have been better to have a side scrolling shmup game

Now that you mention it, it would have probably made more sense to take advantage of the screen dimensions and make it a horizontal shooter. But I think that people are more familiar with vertical shooters (1942, Galaga, Space Invaders, Vertical Force, etc.) so I’m keeping it vertical.

but wont complain to much
For what it is it looks good

Thank you.

planning on going in and out of the background like in vertical force?

No. It would make programming more difficult and it would require more sprites. And I plan to port this game to other platforms.

Alpha 2 is here!

What’s new:
– A scrolling background.
– A level-based system. A prototype of what I consider level 1 is included.

The story/controls screens and collision detection were disabled for this version. The former annoyed me when testing and the latter doesn’t make much sense because the level doesn’t restart on death.

A big thank you goes to DanB who made the level-based thing creation work and otherwise improved the code.

Attachments:

Welcome!

KR155E wrote:
For example, HorvatM is working on Soviet Union 2010 and I think he is still in need for decent graphics: http://www.planetvb.com/modules/newbb/viewtopic.php?topic_id=4035&forum=2

Wow, I can’t believe KR155E actually recommended me. What an honor!

I could use a 32*32 ‘meteorite’ sprite, or you can improve my existing graphics if you want to.

I think that if the VB was released with the adjustable stand first it would get even more criticism than with the current stand, because the adjustable stand is just ugly whereas the current stand is (in my opinion) an aesthetic work of art. People tend to judge things based on outside appearance; that’s why the VB wasn’t exactly a huge success.

Start menu, choose Run, type EDIT, and press Enter.