Started off a game mockup thread with a little mockup of “VVVBBB”.
VVVBBB
I am gonna make a start with a hommage to an existing game. “VVVBBB”, a VB version of Terry Cavanagh’s action platformer “VVVVVV”, where you invert gravity instead of jumping.
During the past months, I have been working with jorgeche on a new version of the VBJaEngine, which saw a complete rewrite and is now much more capable and accessible than before. When I finally got the hang of it and understood enough of how things work in the engine, it became clear to me that all of a sudden I was able create any game I wanted for the VB. The “if” was no longer that important, but rather the “what”.
This is one game I imagine could be done relatively easy.
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So, as life goes, Jorge got in contact again shortly after my last post above and since then we have been working non-stop on extending the engine and getting it fully working and integrated in VBDE, as well as creating a demo game. For it, we heavily modified and extended Mario VB to create a generic platformer with custom graphics. I guess it will be our anniversary project. 🙂
Anyway, after we got everything done and released later this year, we could of course modify the demo to have a Mario game again.
P.S.: Thanks to L___E___T and retronintendonerd for the logo inspirations! 🙂
thunderstruck wrote:
What would you want the patch to do?
Dunno, maybe invincibility, one hit kills or an opponent selector.
Cool finds! How about a trainer patch? 🙂
I just checked and I can confirm that that robot is indeed Headome.
It seems Chader got removed before the character screen got remodeled. Have a look at this beta screenshot, the template fits.
I just looked for the skull in Wario Land Parasyte mentioned. It indeed seems to be part of a level select, but not used as a cursor. When you look at BGMap memory while on the title screen, there’s a list of level numbers. The skull is used as a boss indicator. This list doesn’t match the level numbering scheme found in the final game, so it seems to be a beta leftover.
Note that a very similar skull can be found on the final level map.
While on the title screen, there’s also a lettering that reads “Ver.”, which looks like it was used in beta versions to indicate the version number.
Very nice release!
The link to the OS X (x86-64) version is faulty, btw, there’s one x too much.
thunderstruck wrote:
If you are planning to include VirtualBox into a later release I could go ahead and adapt it to the new structure. Just in case someone actually wants to use it.
Yes, that would be great!
This one has taken me a while, but I am finally wrapping it all up for a proper release of VBDE. So here’s the new Preview 5:
http://www.planetvb.com/content/vbde_preview5.7z
This release brings back Cygwin to allow for the latest gccVB patches. Sadly, we couldn’t get a working native Windows build.
The good news is, I have recently been working with jorgeche to get the VBJaEngine integrated into VBDE. It’s all working perfectly smooth now including a nice, complete Grit workflow. The engine saw a large overhaul and the new version surely rocks! Along with it, we’re working on a platformer demo which will showcase the engine usage and (a few of) its capabilities. Both the new engine version and the platformer demo are still heavily in the works and will be released in 2015, though, so these are not included yet. Please be patient. If anyone wants to help out with development, you’re welcome. 🙂
Furthermore, VBDE now works from anywhere, it no longer needs to be placed in C:/vbde.
Note that *.vbh was renamed to “header”. Also, the PVB Framework was merged into the barebone sample.
There should be many more changes, but it’s been almost a year since the last release and it’s become a bit too late today for me to check. 😉
HorvatM wrote:
It’s in the gccVB 1.0 distribution.
Thanks! I’ll add it.
HorvatM wrote:
Speaking of VBDE’s libgccvb, why doesn’t it have a bgmap.h? There were some useful macros there, BGM_PAL* if nothing else.
Can you point me to a copy of libgccvb which contains that file? The copy I used as a base for VBDE’s apparently didn’t have that file and I couldn’t find it in any of the homebrews I looked at.
bigmak wrote:
http://page5.auctions.yahoo.co.jp/jp/auction/e155767683
Aaaaargh, want!
Hm, it worked for me at least. Can you please let me know exactly what you’re trying to do? Which text or games you’re trying to add? That should help massively with trying to find the source of the problem. Either post here of PM me. Thanks. 🙂
Marioguy wrote:
Also when I want to update my collection with an item I recently bought, after I click on the submit button, it still doesn’t show on my collection list.. Very weird, anyone else?
Another symptom of the same problem. Fixed now. :vb:
And here’s the appropriate shirt for your red paletted adventures. 😀
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RunnerPack wrote:
I’ve come across another error likely related to the server software update. I’ve seen this a few times, but it’s not consistent, and I can’t tell what triggers it (I assume you can figure it out from the line numbers given).
Thanks! I can’t see those errors, but they should be fixed now.
Hmm, I know it has something to do with Magic Quote not working as before. It broke a central function of Xoops which I cannot fix easily. This old system is finally breaking apart…
Anyway, at least the forum quotes should work again now. PMs with quotes also worked in my tests.



