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 Post subject:
PostPosted: Sun Jul 15, 2012 6:38 pm 
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Joined: Tue Jul 10, 2012 1:37 pm
Posts: 54
Ok it works now thank you for fixing it. Also glad to see you got Echo working I do hope the Alignment issue gets fixed because I wish to use Echo in my Sgdk project.


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 Post subject: Re:
PostPosted: Sat Aug 04, 2012 6:14 pm 
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Joined: Thu Aug 12, 2010 3:43 am
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nintendo8 wrote:
Ok it works now thank you for fixing it. Also glad to see you got Echo working I do hope the Alignment issue gets fixed because I wish to use Echo in my Sgdk project.

It was. And support for pausing was added too while we're at it.

Oi, long time I don't log in here.


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 Post subject: Re: Goplanes
PostPosted: Mon Aug 06, 2012 8:43 am 
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Joined: Tue Jul 10, 2012 1:37 pm
Posts: 54
Glad to hear that you got it fixed.


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 Post subject: Re: Goplanes
PostPosted: Wed Aug 22, 2012 3:02 pm 
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Joined: Sat May 28, 2011 10:30 am
Posts: 97
Genesis Dev Video 018

http://youtu.be/kXaZrc-IXZA

From the description:

It's been a while!

Added an in-game debug menu, a place to add helpful stuff like enabling and disabling a debug flying mode.

Disabled the music and sound effects for now. Will revisit this later.

Also cleaned up the project files a little bit.


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 Post subject: Re: Goplanes
PostPosted: Sun Sep 02, 2012 6:29 pm 
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Goplanes Dev Video 019

http://www.youtube.com/watch?v=rgVpW8EL0KY&feature=share&list=UUtPFA3qotpnUA99gCXylNKg


From the description:

Last May I was retarded and removed the scrolling code that supported large maps. Thought I could do with maps that fit into 64x64 sections or really tall maps. In the end, that was a bad call. (who saw that one coming!?) So I spent part of the weekend shoving it back in there. Doesn't support coins yet but it'll do so again soon.

I originally took it out because it was slow and complicated, but I've got some ideas of how to make it faster and still support large maps with coins.

Also fixed a long standing issue where the code didn't support maps taller than 64 tiles. It only supported long maps.

So the video shows a large 256x128 map with enemies and blocks.


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 Post subject: Re: Goplanes
PostPosted: Sun Oct 14, 2012 7:17 pm 
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Posts: 97
Goplanes Dev Video 020

http://www.youtube.com/watch?v=1jyG4kZ8GoE

From the description:

Nothing major, just something to show off the current state.

- Added coins in the level. Notice that they're used to help the player navigate the level by providing hints about the terrain.
- New status bar. While not as nice as the floating UI icons from the previous versions, it takes much less CPU to compute. I might revisit this.


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 Post subject: Re: Goplanes
PostPosted: Wed Dec 12, 2012 4:44 am 
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Joined: Sat May 28, 2011 10:30 am
Posts: 97
Goplanes Dev Video 021

http://www.youtube.com/watch?v=KHQHfUsVWV4

Goplanes Dev Video 021 Blooper

http://youtu.be/xXaxhNk5Y_Q

From the description:

First attempt at integrating the player's home airship. Added it to the background plane, which screwed up the colors of the normal background tiles, but oh well. It's just a test.

Some of the tiles are screwed up because I probably didn't use PyxelEdit correctly. It can remove duplicate tiles, including ones that are rotated but that doesn't work on Genesis hardware, which only does horizontal and vertical flipping of tiles.

Next steps are to reduce the number of unique tiles (there are many 1 or 2 pixel tiles), export them better, create sprites out of the moveable/animated parts (which will also reduce the number of duplicate tiles), and see if I can combine palettes.


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 Post subject: Re: Goplanes
PostPosted: Wed Dec 12, 2012 9:28 am 
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Joined: Wed Apr 02, 2008 2:09 pm
Posts: 1020
djcouchycouch wrote:
Some of the tiles are screwed up because I probably didn't use PyxelEdit correctly. It can remove duplicate tiles, including ones that are rotated but that doesn't work on Genesis hardware, which only does horizontal and vertical flipping of tiles.

Oooh. I hadn't yet encountered, (or thought of) that. I guess I'll make a comment to the developer about it. That could make one lose tiles and not realize it until it's too late. I only thought of it as an annoyance you can't set transformations for importing, so I never bothered asking before.

Also, this looks like a pretty neat little game, and the airship is looking nice. Also, great sense of humor! :D

_________________
https://kasumi.itch.io/indivisible


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 Post subject: Re: Goplanes
PostPosted: Wed Dec 12, 2012 9:31 am 
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Joined: Sat May 28, 2011 10:30 am
Posts: 97
Kasumi wrote:
djcouchycouch wrote:
Some of the tiles are screwed up because I probably didn't use PyxelEdit correctly. It can remove duplicate tiles, including ones that are rotated but that doesn't work on Genesis hardware, which only does horizontal and vertical flipping of tiles.

Oooh. I hadn't yet encountered, (or thought of) that. I guess I'll make a comment to the developer about it. That could make one lose tiles and not realize it until it's too late. I only thought of it as an annoyance you can't set transformations for importing, so I never bothered asking before.![/url] :D


There might be a way to do it right. I didn't spend that much time on it since the goal was just to get it in the game.


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 Post subject: Re: Goplanes
PostPosted: Sat Dec 15, 2012 1:22 pm 
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Joined: Sat May 28, 2011 10:30 am
Posts: 97
I wanted to mess around with HuC for PC Engine this morning.

http://www.youtube.com/watch?v=3O04hRwk6Ik

It doesn't mean anything other than it scratched an itch I had recently. I'm not making games for PCEngine yet :) I wouldn't mind attempting to port Goplanes to it, though. But from what I gather HuC has problems (of which I don't know the extent) and has pretty much been abandoned.


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