DogP’s suggestion is in the game now, but I think it’s too early for another release. I was thinking about putting some form of life counter or timer in for each room, so I think I will, only trouble is, I don’t know how many lives should each room start out with, or should there be a timer? Also, I’d really appreciate it if someone could help with the room designs. That’d be really nice.
Made the guy smaller and added a new level. Thanks for the compliments thus far.
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OK, I worked on the collision detection some more and fine tuned it a lot (spent the last few hours on it, actually!) and got it to an acceptable IMO level. I still haven’t put any improved jumping code in yet, though. Works on Mednafen, untested in Reality Boy. (Changed Mednafen to my default emulator.) Up next, walking animation.
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Why won’t it show the complete fighter pictures? I’ve been working on this again and when I went to the choose fighter screen, I get what’s in the picture below.
Do you shoot stuff in Hunter? I never bothered to look at it even though it won the competition. I’m still depressed that it took all that time and effort only to come in 5th!
Why not just buy a whole bunch of copies of Mario’s Tennis and do it that way? I had a spare Mario’s Tennis and had someone put my GoSub game on it for me.
Yeah, sorry. I was just looking through that, that’s a lot of .h files I used!
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OK, I changed it back to the sub, torpedos and octopus being smaller.
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You need gccvb, VIDE, and just your basic Notepad. Of course, you can always go the next step on that and get Programmer’s Notepad.
I’m thinking about making the sub, octopus and torpedos the same size whether in the foreground or the background. My question is, would it be easy to tell whether it’s in the background or the foreground on a real Virtual Boy? Cuz you can’t tell in Reality Boy, while Mednafen changes the blue to red and vice versa, and I don’t have any 3D glasses so I don’t know. Also, I don’t have a FlashBoy, so I can’t test it. I’ve attached the “fixed” version here, what I have been doing is making a whole new smaller sprite for the background, but it seems as though you can cheat by using it to maneuver the smaller passageways instead of what I intended it to. So anyone with a FlashBoy, could you please test this to see whether it’s easy or not to tell whether it’s in the foreground or background?
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Also, look at my page on how to start making games for the Virtual Boy.
Virtual Boy Programming Document
After a one month break, I’m back working on this again. And I’m going to post it to the VB 2010 Homebrew Contest on Halloween night no matter how many levels it has. Right now there’s 10, but I’m no longer going to attach ROMS.
That’s what I meant. Like DaVince said, it would be kind of easy to pick out passwords at random that way if there are 63 levels and 124 different combinations.
EDIT: On second thought, maybe I’ll just stick with my original 32 levels. 63 sounds like too much for right now, and if I wanted to get this done by Halloween (so it can go in the competition), I’d have to average a maze a day, which I don’t really think I can do. So a possible 32 out of 125 means about a 25% chance of someone getting a correct password, right? I hope that’s a low enough number.
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This reply was modified 15 years, 11 months ago by
VirtualChris.
Correct me if I’m wrong, but there’s about 3,125 different combinations of those letters. Even if there’s far fewer combinations than that, I figure it will still be good enough for a project with around 50 or 60 different levels. I did think up of BOGUS by myself, it’s the password for level 5. Here’s all the different passwords so far (I also made a new level 7.) I kinda ran out of fun combinations (as you can see by level 7’s), so if any one has any others, you can help me out
02 – GUBSO
03 – OBUGS
04 – BUSGO
05 – BOGUS
06 – USBOG
07 – OUGSB
Also, I switched to displaying the passwords on the screen above right hand corner instead of a description of the level.
Long time, no update. I’ve added a password system. To access the password screen, press select at the title screen. To enter a password, press down or up to cycle through all the letters and left or right to change a letter. The letter you are changing will be flashing. All passwords will lead to level 1 except the following:
level 2 – GUBSO
level 3 – OBUGS
(I have yet to think up of passwords for levels 4-6.)
I plan on entering GoSub 3D (fka GoSub 2) in. My deadline is October 30. Will probably be sooner, seeing as how I’m working on the game every day now.
I figured since the fish didn’t change the gameplay, I got him out. I can put him back in if you like. I also added a level, and since I don’t want to have the ROM start at the current level, I added a level select menu at the title screen, control the level # to start at using up and down on the left d-pad. I also added the Planet VB screen. Had a heck of a time trying to get that thing in, so I had to redo it.
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I was going to edit the above post to say that I’ve fixed a bug, but I couldn’t find the edit post button, so here it is. Level 2 should now be passable.
