It is possible to swim between both of them. The top of the lamp fish won’t hurt you.
Fixed the gameover screen and the fish sprite as suggested by HorvatM.
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I don’t know yet. Maybe Levels will have different speeds to have easy and difficult levels. Maybe the speed will change during the game. I will figure that out when I build the actual levels.
Thanks for the feedback. Seems like the gameover screen doesn’t resets properly. I have to fix that.
Changing the fish Sprite should be easy to. Thanks for the hint.
Did you check out the second Level? The fish moves faster there. I will figure the perfect speed out when the levels are done.
Right now I don’t plan any changes on how the scores are calculated. Also I don’t plan any more features. This is mainly because I want to keep everything simple so I can get it done faster.
Well, I had some serious problems finding sleep yesterday. Bad for me, good for you guys as I took that time to finish the Fishbone demo. Here is the stuff I did since the last update:
– Added the latest Sprites from Ben
– Cleaned some Sprites and code up
– Added sound effects using the Soviet Union 2011 sound engine (as I think it is superior to what I did in GameHero)
– Added some Labels that indicate it is a demo and not a game
– Changed the levels slightly and removed some debug stuff
The demo-levels are very short and are thought to show all existing Sprites and animations. The final game will of course be much longer and more challenging. 2 of the 4 levels in the level menu can not be accessed as they don’t exist yet. I’m mainly using the sounds that came with HorvatM’s Sound Engine. I may change that for the final version. I may also add background music .
Please keep in mind that I did all of this within a little bit longer then 3 weeks. If you like what I did feel to tell me. If you find any Bugs or glitches please tell me so that I can fix it.
If you think you know how to improve the game please post this as well. However, i probably won’t listen. I won’t add any features (like attacks or stuff). The game will stay a pure dodging-highscore game. However, I may seed-up or speed-down backgrounds, enemies or the player if necessary. I will also add more complex movements for enemies.
Well, that’s all. Have fun playing the demo!
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At least you’ve been looking forward to a healthy girl and not just some random sick one.
Ok, here some updates:
– I added the adjustment screen
– I added splash screen for the demo
– I added the Gameover screen
– I added the level select screen
– I persist the of scores to the SRAM now
– The game checks if valid scores exist and clears the SRAM automatically
– The scores are displayed as part of the level select screen
– Scores seem to persist well on emulator and hardware
As soon as I added the latest Sprites of Ben I will publish a demo. However, I won’t be working on this for a week (maybe longer). So don’t expect anything soon.
OK, I added a pretty cool stage-select menu. While doing that a Bug popped up that seemed to randomly produce graphical glitches. I hunted it down and finally fixed it some minutes ago but it took a pretty long time. The stage-select menu is not completely done but I think it is ok for now.
I also added a second stage. I used sprites from a well known game. I bet you guys will like it. Similar to stage 1 there is only one short demo level but it can be easily extended.
I also got some more background sprites from Ben. I will use those for level 3.
I invested pretty much all of my free time into this game lately. However, I will have to slow down (mainly because Assassins Creed 3 should arrive in a couple of days). I guess I will continue as soon as I get the new fish-sprites from Ben.
It is hard to tell what is slowing down your game without looking into your code. I guess it runs fast in the emulator as the processor of your PC is faster then the processor of your VB. However, I had issues like that in GameHero. The problem there was that I used to set the WORLD parameters for every sprite in every frame even though it wasn’t necessary.
Lester Knight wrote:
now comes the hard part, who is going to make them for us to enjoy? =P
Öhm… what… yeah… I have to go!
It is ok that the application closes. You should find a yourfile_pad.vb in the same directory. If not try to open a new cmd window and run the pad appliaction. The application won’t close then.
Just out of curoisity. Was it because you did not reference the mem.c file in your Makefile?
Tested it on hardware yesterday and it works surprisingly well. Due to me being stupid Ben has to redraw some sprites. As this takes some time the demo release will be delayed. I will take care of the level-select screen in the meantime.
I always wanted to look into this but never found the time. How exactly are you patching the ROMs right now?
It is pretty cool. I might use it for my next game.
Dreammary wrote:
It’s crappy they give all the credit to Miyamoto
They actually don’t mention Miyamoto very often. Just one time in the beginning and it’s not like they say he did all of the work. And in the overview at 2:42 they name Yokoi as well as all of the other famous Nintendo employees.
That said, you are right when you say that Miyamoto gains allot of attention for the work of bigger development groups. However, that’s how it goes in the game development business. I don’t like it either but it’s also not necessarily a bad thing.
Hey Mr.G, thanks again for all of the images. Do you still plan to do a high resolution video?
Also I was wondering how you would describe the 3D depth effect. Does it really look like you are looking into a room or is it more a 2D feeling?
Ok, just some updates on this project:
I have invested allot of time in this lately even though this wasn’t plant at all. However, I have build a first demo-level that includes all enemies so far. All enemies have swimming- and kill-animations. The collision detection also seems to work for all of them. The game ends if properly if the player is killed or the end is reached. More important the level resets properly which means it can be started over and over again. I also added a score that counts up if a victim fish is killed.
I think I fixed all glitches and bugs so far. On top of that there are hundreds of changes under the surface. I programmed everything pretty generic so it is not a big deal to build longer level with multiple enemies. However, I didn’t test it on hardware lately so I may encounter more issues there. Also the game always seemed to behave pretty well with a larger number of enemies on hardware this may have changed after the recent changes.
Some stuff that is still missing is:
– The Gameover screen
– The Level select screen
– Persistence of Scores
– A highscore screen (maybe this will be part of the level select screen)
– The real Level 1
– Level 2, 3 and 4
– The credit screen
– Other stuff
Right now I am waiting for Ben to clean up some of the existing sprites. As soon as this is done (and integrated) I will release a new demo.
🙂
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OK, lets say I already ordered the Box combo here but would prefer to get the complete package including the card. Should I cancel the order now and order again in the new thread?