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Understood
@rubengarRegistered May 30, 2008Active 2 years ago
72 Replies made

Wow!! sent a mail!!

Congratulations!!!

good work friend!!

wow amazing work!! Congratulations!!

ohh good job! I hope the final version is release in the future!

thank you very much! Today is a great day!!!

Benjamin Stevens wrote:
I just played the whole way through your current demo, and it is, indeed, a really neat game with nice visuals. I did notice, however, that the jump function doesn’t seem to work consistently, which might be what others were talking about a while ago. I always held down the jump button for a long period of time to try to get the maximum height, and sometimes, it seems that my character was simply hitting his head off of some invisible object and not getting any height at all. I noticed that this seemed to happen the most near the sides of the screen and almost never in the large middle part of the screen. Is this intentional or something that you’re still working on?

Keep up the good work. Sorry I can’t help you with the programming, but I can be a game tester. 😉

thanks,
I fixed the bug jump

Attachments:

Hi friends! a year ago I left development my VB game “capitan sevilla II”,I haven´t time to finish it at the moment, but here I let the last demo to download. thanks for playing.

Attachments:

ohhhhh! thankkss!

Download the game, until Friday, is free!!!

for the moment there is no Android version 🙁 . I also hope to soon resume the programming of “capitan sevilla”, but now I haven´t time. Thanks!

for the competition could not do much more, the game now is more advanced, though I have stopped for a few months the development, to make graphics for a game iphone in a profesional company

I have to inform the development of the Captain Sevilla game, i will stop a few months 🙁 . I’ve been hired by a company for design the graphics in a game for the iphone and I have no free time, when finished will reprise the project!

I hope to do a good job

the game had this aspect before I arrived, although it was very early stage of development

took a week working on it and I have redesigned all, hope for the better, jejeje

thanks to all those who always cheer me and help me!!

KR155E wrote:

rubengar schrieb:
oh! this would be fantastic, my idea is to make the game in English and Spanish. Any help is welcome!! thanks for your time!!!

Alright, my idea for going multilingual was/is pretty simple. There’s one variable which holds a number representing the current language. For example 0 = english, 1 = german and 2 = spanish.

u8 language = 0;

Then there’s an array for each text fragment that has to be translated, with the position of the translation equaling the previously defined assignment. For example:

const char LANG_MAIN_MENU[3][16] =
{
“MAIN MENU”, //0: english
“HAUPTMENÜ”, //1: german
“MENU PRINCIPAL” //2: spanish
};

Finally, to print the text in the correct translation, simply pass it to your text out function like this:

print(…some values…, (char*)LANG_MAIN_MENU[language]);

Of course you need to make sure to include all needed special characters like ä,ö,ü,ß in your font.

This method requires that you dynamically print text to the screen. However, it seems you’re using a different approach and are simply including text in your graphics for the most parts. In that case there’s no way around creating different graphics for each language.

ohh! through the text only is attached to the image in the intro, I needed a smaller font size, thanks!!

KR155E wrote:
Looking great! Multiple languages would be nice indeed. If you want to include this feature, I can share the multilanguage code of BLOX 2 and also help with the german translation. 🙂

oh! this would be fantastic, my idea is to make the game in English and Spanish. Any help is welcome!! thanks for your time!!!

by RunnerPack on 2011/1/29 3:58:33
Wow! Nice screenies! BTW, I’m definitely on-board to help make a good English translation (if you want me to).

by Fwirt on 2011/1/29 10:21:59

Nice work you’re doing there! You’re really putting some serious effort into this, and it shows!

On a side note, I can read enough Spanish to get most of the intro, so maybe I could help out with translation as well.

any help is good!!thanks!!

I show the latest progress of my game, I added an inventory, in the game you have to using objects to solve puzzles . The final game is a mix of arcade and videoaventure. The intro is finished, I still have many hours to finish the first level, but I think the effort is paying off!! Thanks to all who help make this a better game!!

I´m improving the backgrounds of the game, thanks DanB!! although this means more work still 😕

DanB wrote:
Well… it’s not any more code really. Those 2 lines are all you need.

It’s more about how you set up your charmaps before exporting them from VIDE. For the backgrounds (that are going to use GPLT0) you design them just like you want them to look in VIDE, using all 4 colors.

For the characters, you just use the colors differently. Use “black” for what you want transparent, and “dark red” for what should be black. I guess you do this already.

Now, the key part is modifying the characters charmap to use GPLT1. You can do this with the “Advanced map editor” plugin in VIDE. Open it up, select an area in the map and press the palette button once. Tick the checkbox and your characters should be marked with a blue “1”. Save and you’re done!

Ohh! great explanation, thank you very much. now I can make my background better. Thanks for your time and advice!!

everyone who help me will be revealed in the credits of the game 🙂

DanB wrote:
The graphics you’ve made really does look great, but I still feel I have to comment on the fact that you’re only using 3 colors for the backgrounds, when you could use 4… The backgrounds don’t come to their true potential then.

I guess this is because in the beginning you were told to change the default palette so that the black in the characters would not be transparent? I’d just like to point out that you can have different palettes for the sprites and bg, to still enable all 3 reds + black in the bg, like this:

VIP_REGS[GPLT0] = 0xe4; //palette for bg with 3 red + transparent black
VIP_REGS[GPLT1] = 0xd0; //palette for sprites with 2 red + non-transparent black + transparent black.

Then when you create the graphics in VIDE, you can set different parts to use different palettes.

Just a tip.
Great job so far, looking forward to the next release!

oh thanks!! more color would be fantastic for backgrounds. I’ve been trying but not working. I would greatly appreciate if you could put a small code example. thanks, thanks! sorry for being annoying… 😕

thanks!! I have it solved!! Capitan Sevilla 2 already has music, all thanks to your help!!