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Understood
1,430 Replies made

SegNin wrote:
How do you edit your posts? I don’t see an edit button.

It’s disabled after some amount of time (hours?), ostensibly to prevent misuse of the forum.

My “Hello World” demos are also not in the public domain, since they have clear copyright notices in their respective source code files. Personally, from a legal standpoint, I don’t care what label you assign to my stuff (it’s not like companies are falling over themselves to license it from me :-P) but it’s technically not PD.

You should probably just rename the “public domain” tag/label/group/section of your database to “home-made,” or something along those lines, which would cover everything, copyrighted or not. At the very least, assumptions about licensing shouldn’t be made based merely on free availability. It’s not that hard to check for a copyright notice in the program or source-code (where available) or, failing that, to ask the author.

As an aside, I technically own many of the early versions of GoSub, since Chris left my copyright notice intact (just kidding, Chris :-P).

Not exactly news (the review of Bound High mentions it, for example) and probably not a good idea to link to ROMs…

Fwirt wrote:
Hmm… Looking back at my source code, I realize that I forgot to call vbSetColTable(), could that be causing it?

First, you should check to see if your crt0 is already setting up the column table itself. If it is, there’s no need to insert a call to that function, and the problem is likely elsewhere (although it does sound suspiciously like a CT problem).

Fwirt wrote:
Makes sense… But why are you flipping BKCOL every 7 steps? Is that just demo code?

It makes the screens blink to show that it’s working without having to set up any graphics.

DanB wrote:
Why not put images under multimedia too?

This.

Here are all the threads I could find about game ideas:

virtual IDEAS
VIRTUAL GAME IDEAS
Ideas
Game Ideas

There are a few good ones that haven’t been mentioned in this thread yet.

Also, I love KR155E’s idea of combining genre’s. I especially like the idea of combining a puzzle mechanic with other forms of game-play, like the “Puzzle Quest” series of games (RPG version of “Bejeweled”) or “Henry Hatsworth” (Platformer + “Tetris Attack”) on DS.

How about “Media”?

Otherwise, I agree with shortening it to “Info” although it is a bit generic sounding…

Also, maybe “Extra” could be called “Site”.

rubengar wrote:
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!!:)

Well, obviously, to make something blink, you just make it invisible periodically. It’s essentially the same as the animation you’ve already done, you just change the visibility of the “thing” instead of changing the picture.

Each Object and each World has a “visibility” bit for each screen. If you toggle these bits in sync with the screen refresh rate, the item in question will blink. If you just want a specific character (or “cell”) in a BGMap to blink, you’ll have to actually change the character pointed to by that cell (again, just like animation). If you want every instance of a given character to blink, you can actually change the pixels in it every frame. I would suggest keeping the two (or more) “versions” of the char and using copymem() (with alternating source pointers) to do the changing.

The main problem (which I think is also the problem with your/my/our 😉 jump code) is the “synchronizing to the screen refresh” part. vbWaitFrame() (no matter which version you have) is just not the answer for “production-quality” code. I’ve experimented with using the VIP interrupt and the “display” and “expansion” status registers, but the docs are quite confusing in this area (at least to me). The timer is also a possibility (see Fwirt’s demo code).

Fwirt wrote:
Hey, thanks KR155E! I was kind of worried that people were going to think my entry was really boring…

Oh, yeah… it’s a thrill-a-minute! 😛

heh, only kidding! It’s very impressive and makes a great addition both to the VB’s library and to the pool of homebrew code. I hope you win, and I’m not just saying that.

I have to admit that I, too, had to look at the readme… probably because the last Mandelbrot explorer software I used ran in MS-DOS (on my 486), used 16-color VGA mode, and was made before the VB was even a twinkle in Mr. Yokoi’s eye 😉

I’ve got a question about your code, though: obviously, it’s the fractal calculation code that makes it slower than real-time, but have you done any benchmarking (or algorithm analysis) on the BGMap-as-framebuffer code itself?

I just realized Gabe left out the actual best GB: the Game Boy Player attachment for the Gamecube! Giant screen, controller that fits in your hand, no batteries, speakers that produce usable sound… The only category it loses in is portability, and who needs that from a game system? (be quiet all you train/bus commuters! :-P) Good thing I still haven’t voted 😛

Sorry for being silent for so long, DogP. Similar to DanB, I’ll be working on what Fire-WSP and I were planning to submit for the compo, so that will probably come first, but I definitely want to help with this. I agree with practically every post, so far (*high-fives Fwirt for his platformer comment* ;-)). Specifically, I completely agree that the characters/story/etc. should be completely community created. There’s no reason to steal IP from any corporate entity, and many reasons not to. But, there’s no reason we can’t make a “Metroid/Metroidvania”, “Zelda”, “Mario”, or any other type of game, as long as the graphics, sound, music, levels, etc. are our own.

My main problem is: I can’t decide what type/genre of game I’d like to make most! One genre that hasn’t been mentioned yet (and one of my favorites) is the “inventory adventure” like King’s Quest, etc. I’ve always wanted to try and come up with an innovative control scheme for such a game that makes good use of the VB’s controller. It would also be a great way to show off lots of hand-made, 3-D graphics (I’ve already done some work on compression, so size shouldn’t be an issue). Can you imagine a game like Machinarium with fully stereoscopic graphics and animations?! Maybe we should start by having a community vote.

For the version control, I suggest either SourceForge or Google Code. They’re both feature-packed, completely free, and minimally restrictive (unlike github, for example, which I otherwise like for small, single-user projects). It’s too bad about PVB’s server not really supporting such a thing, but it’s probably better to have it separate, anyway. There’s also the “DropBox” system, but it’s more for file-sharing than version control. Also, we already have the forum to share and discuss small code snippets, sketches/test graphics, sound effects, etc. (although being able to properly edit posts again would sure help with managing stuff like that ;-)).

Well, I can’t think of anything else to mention right now, except that I can’t wait to see this project get off the ground!

HorvatM wrote:
[snip] It looked fine in Reality Boy to me, unless the “Side” view is actually parallel, not cross-eye…

That’s your problem, then; it is, in fact, parallel view by default. The “-flip” command-line option makes it cross-eye.

You’ll want to flip all the parallax in the code for it to look right on hardware (which I’m sure everyone would allow, given the circumstances, as long as that’s all you change). Of course, people playing on emulators (except for Mednafen) can just press the screen swap key… or flip their 3-D glasses over 😉

Nice work, Fwirt! You totally surprised me with the unexpected Sierpinski triangle(/gasket/sieve) on the warning screen! 😎

I’m really going to have fun exploring the BGMap drawing code! :thumpup:

Suggestions for improvement:
1. Some kind of instruction screen (although the readme is sufficient, I just tend not to read them before diving in :-P)
2. Allow one to abort rendering.

DogP wrote:

I guess how I’d describe the game is Bound High meets Ice Climber.

That is a very apt description 🙂

Not bad for a few hours work!

Your level may be easy relative to your skill-level (Mr. Basement Arcade :-P) but it’s at least “moderately challenging” for mine 😛 Perfectly elastic wall collisions? Really? 😉

Suggestion for improvement: Do real circle/rectangle collision and response for more accurate collision detection. Think Box2D- or Chipmunk-based games like “Red Remover” or “Cover Orange”.

This is very cool indeed! I’m not sure if I like the “game” (I guess it would help to have played the original) as there is no instruction or story at all to tell me what I’m supposed to do or why. Also, why does the car “auto drive”?

I love the “little touches” like the moon and its rippling reflection in the water; and the map, although it doesn’t actually indicate your character or “objectives” (unless I’m reading it wrong :-P).

The only major “failure” IMO is the HUD that’s “embedded” in the world. You should either have it be the “closest” thing (which would limit how much space it has) or restrict the polygons so they don’t “break the window” by coming closer than the screen plane. I think the latter would be best, since it would improve their appearance as well.

Finally, the geek in me has to say: I’m just really going to have fun looking through the source-code 😉

Not bad…

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. Other than that one glitch, it’s a passable vertical shmup.

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 😛

*Signs*

I’ve beaten it on both difficulties, but it’s been so long, I don’t remember if I got all the treasures the second time through. If I find the time to play VB again, I plan to try for low times (and 100%, of course) in both.

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:

if ((marix>383) && (lives>0)) 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.

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?

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.