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

The captain sevilla continues forward, now it can shoot “morcillas radiactivas” to kill the enemies, and I have included a game over text when you die and a screen of introduction initially of level, and new enemies. I want to continue working with the new backgrounds before upload a new demo!!



  • This reply was modified 13 years, 6 months ago by rubengar.
  • This reply was modified 13 years, 6 months ago by rubengar.

thank you all for your answers!!! new demo coming soon!!

rubengar wrote:
hi! I need help again!! as I can do to make a flicker character ?? thanksss!!!!

I see C tutorials but did not find an answer for blink font o blink character, I would be very grateful if you help me!! Capitan sevilla go on!!:)

Protoman85 wrote:
I just tried this in my Flashboy. If it was the final version, I would have said “This game is annoying”, but of course its a demo and in development. It does have great potential, and awesome graphics. An attack would be nice, and theres a problem that you can die from enemies coming out where youre trying to go to the next screen. Also, make it so you can restart the game after dying 🙂

I implore you to keep developing this game, it could be a great one!

exactly! is a demo, the final version will be different in many ways, i just ask you patience, thanks for you words

wazzal wrote:
I just tried this in my FlashBoy Plus, and graphically it looks amazing! Good work!
However, it does have the “jumping issue” where each jump seems to be at a random height.
This one seems to have great potential!

power jump depends of the time is pressed the “A” button, thanks for playing!!

thanks for your words, give me strength to continue. sorry for not including the files, here you have them!!

hi! I need help again!! as I can do to make a flicker character ?? thanksss!!!!

It’s a fantastic idea, if my capitan sevilla leave me some time, I can help with the graphics!

akumie wrote:
It has some bugs that I dont like, well in red dragon emulator atleast
When I press forward and jump he will do a small jump that wont jump over enemies
In the secpnd screen one enemy does a bit what he wants
One time he was not moving, the other time he was running under the flying object so I could not duck under the flying object

All in all its a good game but way to hard for me 😛

in reality boy works ok!!

RunnerPack wrote:

rubengar wrote:
Hi I leave the new file!!

One question, when I load a new background (the backgrounds go one after another if the character progresses,
are not independent levels)
example:

if1 level=level+1;

I want to eliminate the enemies of the previous background, how?

the world of enemies is:

vbSetWorld(27, WRLD_ON|3, bakalax, 0, bakalay, bframe*24, 0, 96, 24, 48);//enemie1

vbSetWorld(26, WRLD_ON|3, dbakalax, 0, dbakalay, dbframe*24, 0, 96, 24, 48);//enemie2

copymem((void*)BGMap(3), (void*)FONTMAP, 256*16);//font and enemies

thanks!!!!

Woot! El capitán puede saltaaaaaar! 😉

If you want to stop displaying a World, you just have to leave the “WRLD_ON” (or WRLD_LON or WRLD_RON) part out of the “flags” part of the header. If you’re calling vbSetWorld() every frame to update the position of the enemies (which is a little wasteful of cycles, but probably not a big deal in this particular game) you can just keep the flags part in a variable or structure, and change it at will, like this:


u16 enemy1header = WRLD_ON | 3;

.
.
.

// Update inside the loop
vbSetWorld(27, enemy1header, bakalax, 0, bakalay, bframe*24, 0, 96, 24, 48); // Enemy 1

.
.
.

// Disable
enemy1header = 3;

// Enable
enemy1header = WRLD_ON | 3;

Otherwise, you can use the WA structure array in world.h to just change the flags, like this:

// Setup
vbSetWorld(27, 3, bakalax, 0, bakalay, bframe*24, 0, 96, 24, 48); // Enemy 1

.
.
.

// Disable
WA[27].head &= ~(WRLD_ON);

// Enable
WA[27].head |= WRLD_ON;

// Move
WA[27].gx = bakalax;
WA[27].gy = bakalay;

// Animate
WA[27].mx = bframe * 24;

Note: the “~” inverts each bit of the argument.

thanks for help me!!

Salure wrote:
Thanks a lot! 🙂

Those demos help a lot

Tambien estas desarrollando algo?? creia que era el unico español que se animaba,jejeje!!

you also are developing something? thought it was the only Spanish that is encouraged, jejeje!!

Hi I leave the new file!!

One question, when I load a new background (the backgrounds go one after another if the character progresses,
are not independent levels)
example:

if1 level=level+1;

I want to eliminate the enemies of the previous background, how?

the world of enemies is:

vbSetWorld(27, WRLD_ON|3, bakalax, 0, bakalay, bframe*24, 0, 96, 24, 48);//enemie1

vbSetWorld(26, WRLD_ON|3, dbakalax, 0, dbakalay, dbframe*24, 0, 96, 24, 48);//enemie2

copymem((void*)BGMap(3), (void*)FONTMAP, 256*16);//font and enemies

thanks!!!!

Attachments:

rubengar wrote:

RunnerPack wrote:

rubengar wrote:

this night I write new jump code code and fail, but I looked back your code and finally works, thank you very I will include you and other friends of the forum in the credits of the game!! (when I finish the game,jejeje) :thumpup:

Hey, way to go! Can’t wait to see the new version (and the complete game, of course). I’m honored to have my name
connected to such an interesting game project, although I wouldn’t mind getting one of those expensive hams, too 😉

What’s the next thing you plan to work on, now that jumping works?

ohh thanks!!

the following is the collision detection, new enemies, and the new backgrounds(in 3d), etc……I make a very elaborate game. very working hours!!!!!!!!!!!

I leave an update of my demo!!!

A button for jump!!

I´m a idiot, the previous file is not correct 😛

when I get home I’ll post the correct file, sorry!!!!!!!

RunnerPack wrote:

rubengar wrote:

this night I write new jump code code and fail, but I looked back your code and finally works, thank you very I will include you and other friends of the forum in the credits of the game!! (when I finish the game,jejeje) :thumpup:

Hey, way to go! Can’t wait to see the new version (and the complete game, of course). I’m honored to have my name
connected to such an interesting game project, although I wouldn’t mind getting one of those expensive hams, too 😉

What’s the next thing you plan to work on, now that jumping works?

ohh thanks!!

the following is the collision detection, new enemies, and the new backgrounds(in 3d), etc……I make a very elaborate game. very working hours!!!!!!!!!!!

I leave an update of my demo!!!

A button for jump!!

Attachments:

RunnerPack wrote:

rubengar wrote:

hello, your code I had seen him days ago, but I did not work.

Can you post what you did? Maybe I can see your error (or, more likely, my error ;-)).

I hope you can help me. you could include in my code your jump code??, maybe something I did wrong
🙁

Well, I really don’t have time right now, and without the graphics I can’t recompile to test. Also, I think it would be a good learning experience for you to get it working yourself. You’re doing very well so far for a “non-programmer” 😀

Maybe you should just forget my code, and try to understand and then implement the algorithm yourself. Maybe a physics text-book would help?

the glitch I’ll fix it when the char animation ends!!

thank you very much!!!!

You’re very welcome.

this night I write new jump code code and fail, but I looked back your code and finally works, thank you very I will include you and other friends of the forum in the credits of the game!! (when I finish the game,jejeje) :thumpup:

RunnerPack wrote:

rubengar wrote:
Hi friends my character´s jump is very ugly!! I need your help to improve. Please you see my code and help me to improve jumping, I don´t mind the animation, only improve movement. I used 3 days and not improving jump, I leave my code! thanks for your time!!:-)

Hi, rubengar,

I haven’t looked at your code (or played your demo, actually…) but I’ve explained a system for jumping using simulated gravity in some detail in this post. Then I wrote an (untested) implementation and posted it here (BTW, the search function is your friend ;-)).

I hope this helps; this seems like it could end up being a very fun game!

EDIT: I just played it and looked at the code. I can see one major problem with your jumping (he immediately “teleports” to the top of the jump) and a small graphical glitch in the walk-cycle (some pixels from the next frame show up in one of the right-facing images) but it definitely looks good so far. Just try implementing the code I posted above. It can probably be copied/pasted, for the most part.

hello, your code I had seen him days ago, but I did not work.
I hope you can help me. you could include in my code your jump code??, maybe something I did wrong
🙁
the glitch I’ll fix it when the char animation ends!!

thank you very much!!!!

Hi friends my character´s jump is very ugly!! I need your help to improve. Please you see my code and help me to improve jumping, I don´t mind the animation, only improve movement. I used 3 days and not improving jump, I leave my code! thanks for your time!!:-)

Attachments:

Fwirt wrote:

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

That really depends on your code. The basic idea is that if the character is not moving, you set the sprite to the first frame. That means you have to keep track of whether the character should be moving, which could be as simple as checking if the player isn’t pressing anything. Some pseudocode for that would be:

if (left is pressed)
    move left
    update animation
else if (right is pressed)
    move right
    update animation
.... // More ifs
else if (nothing is pressed)
    change the frame to the first one

…And then update the images onscreen. To be more efficient, you could even put the nothing pressed case at the top, and then your code wouldn’t have to check for any of the other cases. There are more complicated ways of doing this, but this simple way might work for you.

Succes!!! thanks friend!!! You are a big help for my!! I will send a “Jamón de pata negra” jejeje

Attachments:

Fwirt wrote:

HorvatM wrote:

rubengar wrote:
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.

Actually, the Virtual Boy is perfectly capable of displaying solid black, but you have to be careful, because there are two different “blacks.” If you set one of the pixels in your char to binary 00, that’s actually the code for a transparent pixel (but it will look black on a black background.) In order to get true black, you will have to change one of your palettes to include solid black, then set the bgmap to reference that color. For example:

    VIP_REGS[GPLT0] = 0xE0; // 0b11100000

will change any cells in your BGMap using palette zero (the default) so that “dark red” (0b01) is now black. Make sure to put that statement after vbDisplayOn() if you want to try it, as vbDisplayOn() resets all palettes to 0xE4 (0b11100100).

succes!!! thanks you very much!!

when the caracter stop, how to stop always in the first frame of the animation??

sorry for my questions!!
I´m a graphic designer in reality and your information is of great help to me!!

thanks friends!! 🙂

Attachments:

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

set frame to 0 but don´t work for this function

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

other colors are wrong too. In other games the black color can be used as solid colour.

thanks!!

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