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#71
Re: Community created game... thoughts/ideas?
Posted on: 2010/11/2 23:30
VUE(xpert)
Joined 2006/9/29
USA
267 Posts
CoderLong Time User (13 Years) PVBCC 2010 3rd
Quote:

HorvatM wrote:
I would rather do a game that isn't based on copyrighted content. This way we would avoid legal trouble. Plus, it would give graphic designers, story writers, etc. more creative freedom.

Of course! Just copying existing IP isn't all that fun. Plus, if you come up with your own ideas, you can better tailor them to fit this unique platform.

Quote:

KR155E wrote:
As for the possible type of community game, I'd love to see one of the following:
- Zelda
- Metroid
- Silent Hill (anyone ever played the SH2 demake?)
- Bangaioh

I'm glad there's someone else out there who likes Bangaioh! I think a game in that style would be amazing on VB.

Quote:

KR155E wrote:
I never managed a bigger software project (did anyone here?), but I imagine that, in order to get the project started, we need someone (DogP?) to lead it all and write a basic engine upon others can build. We need a good abstration first, which will then help developers to work in the same direction.

While the engine is being written, non-developers could lay out a story, maps, dialogues, create graphic and sound assets. Eventually, we'd have to build the actual game upon the engine we developed using the assets and following the story and scripts created by our artists.

I think that we should divide writing the engine up between several people. Letting one person do all the work probably isn't a great idea. Like DogP said, we should probably get something like a GitHub set up, assemble an engine programming team, and register the engine programmers as contributors. (Forgive me if my terminology is wrong, I've never used version control software.) Then we'd probably have to come up with a level format to work from, and write some kind of tool so that the community could contribute content. For graphics we have ViDE, although after working with it during the contest, I've found that it has some serious limitations and would like to write a better cross-platform VB tile editor. For music we might be able to use DanB's midi converter...

At some point we should probably all get on IRC and hash out exactly what project we want to do, handle initial logistics, assemble teams, etc. Of course, the issue with that is that we're all in different time zones...
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#72
Re: Did you know...
Posted on: 2010/11/2 3:04
VUE(xpert)
Joined 2006/9/29
USA
267 Posts
CoderLong Time User (13 Years) PVBCC 2010 3rd
You know that might actually be a pretty cool effect. Most games have obvious borders around the edge of the screen, but really you could make the area you draw to any size/shape you want and the player wouldn't notice. Full size, the VB screen has a 12:7 aspect ratio. I was thinking about this for direct BGMap drawing... If you drew to an area 36x27 chars wide, you'd get a 4:3 aspect ratio, and have enough chars to do two BGMaps for full stereo. Of course, there's also the potential for other screen shapes entirely (circular screen anyone?) If the VB had survived longer we might've seen things like this.
Quote:

Craby wrote:
Unfortunately, none of the Vb games uses that feature to its full potential (in my opinion); sprites or 3D objects emerging from nowhere and floating on a black background, never touching the limits of the screen and therefor giving the illusion that there's really no screen :] (maybe a cool homebrew concept !)

Well, I don't know about never touching the edges of the display... Things have to come from somewhere. Unless you could find a really smooth way to make things fade in, there would still be a hard border that things would have to cross as they come onto the screen.
Quote:

Sorry if it's already known, but the Vb's display is not related to costs, it's the only way to get a perfect black "screen". Gunpei Yokoi wanted the Vb to be "fully immersive" and didn't want the player to see a screen while playing. With a backlit lcd screen, you can't obtain perfect black pixels so we would have seen the borders of the screen.

I also thought that they tried LCDs, but in all the tests the players just ended up seeing double instead of a stereoscopic image.
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#73
Re: Community created game... thoughts/ideas?
Posted on: 2010/11/1 18:52
VUE(xpert)
Joined 2006/9/29
USA
267 Posts
CoderLong Time User (13 Years) PVBCC 2010 3rd
RPG/Zelda could be cool. A fighter wouldn't be my first choice as 2-Player is limited and that's one of the biggest highlights of fighting games. I don't care for FPSes but that's a personal preference. Personally, I like platformers, but we already have a few of those on VB so I don't know how popular that would be with everyone else. I always thought that an idea that could work well on VB would be a shooter that uses two joysticks, like Robotron:2084 or Bangai-O, but there are lots of options.

I'd love to help out depending on what the project was. It would be pretty cool to make something that could rightly be called the unofficial 23rd Virtual Boy game. I'm not much of an artist (and I'm really not much of a coder compared to some of you guys...) but I could probably handle some of the programming.

Also, one of the big non-coding jobs you forgot: level design. You can have the best engine in the world, but crappy level design will kill your game.
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#74
Re: [ENTRY] Mandelbrot Explorer
Posted on: 2010/11/1 9:31
VUE(xpert)
Joined 2006/9/29
USA
267 Posts
CoderLong Time User (13 Years) PVBCC 2010 3rd
Hmm... I guess I could have select bring up the instruction screen instead of hiding the cursor... But the problem with aborting a render would be that because of the way I have it drawing right now, if you stopped in the middle of the render, you would be halfway between two images. I guess I could keep track of the previous coordinates and just redraw the old screen at that point, but then you'd have to deal with the time that took, so it's just a messy situation. I'd double buffer if I could, but there's not enough char memory to double buffer a full screen with the BGMap direct draw method I'm showing off. (I talk about that problem in the readme.)

I'm glad you liked the Sierpinski, I had hoped that would be a nice surprise.
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#75
Re: [ENTRY] Super Bounce
Posted on: 2010/11/1 6:44
VUE(xpert)
Joined 2006/9/29
USA
267 Posts
CoderLong Time User (13 Years) PVBCC 2010 3rd
Quote:

DogP wrote:
I also planned on having a foreground and background to jump between, but that would have required some smart level design for making that useful, as well as making the graphics so you could actually see blocks in the foreground and background at the same time.

Meh. It works alright in Wario Land, but just because you have real 3D doesn't mean you have to use it for that. Personally, I think the whole foreground/background thing is way overrated. Just give me some nice parallax backgrounds anyday.

Quote:

DogP wrote:
I also think a community game would be really fun... if we could break down a game into perfectly manageable parts, rather than everyone writing a short simple game, everyone writes/designs/creates small simple chunks... which get merged into a cool large project that people would actually want to play. Imaging an RPG where someone writes an overworld engine, someone writes a fight engine, someone writes the item, character, etc backend, someone makes the main menu stuff, someone designs characters, someone designs the overworld, someone makes music/sound effects... and so on. I think the most difficult part would be managing the whole thing, delegating responsibilities.


I completely agree. I was thinking during the last month, it would be nice to pool our skills and make something that doesn't get tiring after 15 minutes. It would be a lot of fun except for the organization...

Also, that's a nice collection of cabinets you have there. I never played arcade games as a kid, but I discovered this summer that Ground Kontrol is only about an hour away, and that place was pretty cool. After visiting that, I sure would like a Tempest cabinet...
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#76
Re: [ENTRY] Hunter
Posted on: 2010/11/1 4:57
VUE(xpert)
Joined 2006/9/29
USA
267 Posts
CoderLong Time User (13 Years) PVBCC 2010 3rd
/me facepalms

Sorry akumie... I guess when you hang around geeks all day you assume everyone knows how to use the command line. What version of Windows are you using? If you're on XP, you should be able to find "Command Prompt" under Accesories in the start menu. On Vista or 7, I'll bet you can search for it in that little box. (My hours logged on Vista and 7 are surprisingly below average, being a Linux user.) Once that's open, you can use the command "dir" to list files in the current directory and "cd" to change directories. "cd .." will take you up a level. I haven't used the Windows version of mednafen, but you probably cd to the directory that mednafen.exe is in, and then type "mednafen.exe romname.vb" assuming that the rom is in the same directory as the exe. Or you could wimp out and find some kind of frontend...
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#77
Re: [ENTRY] Super Bounce
Posted on: 2010/11/1 4:53
VUE(xpert)
Joined 2006/9/29
USA
267 Posts
CoderLong Time User (13 Years) PVBCC 2010 3rd
Pretty impressive for a few hours of work. I think the main problem with it right now is collision detection, I can't tell you how many times I've gotten near the top and randomly phased through one of the platforms.

You know, maybe we actually _should_ have a 48 hour VB coding comp sometime. A "Ludum Dare Puero Fere" if you will. (Just make sure it's during the summer.)

.....And what is this about a basement arcade?
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#78
My Unfinished Compo Entry...
Posted on: 2010/10/31 21:29
VUE(xpert)
Joined 2006/9/29
USA
267 Posts
CoderLong Time User (13 Years) PVBCC 2010 3rd
I hate to do this, but I just don't feel that my "real" compo entry is ready for release... I was trying to do some last minute work on it, but it's nowhere close to even being a game. The underlying framework is mostly complete, but I just didn't end up with enough time to sprite and write behavior for enemies, which is my own fault for starting so late. I do plan to keep working on it, as I think it has the potential to be really cool, (and I know it would make akumie happy ), but I'm not even ready for a pre-alpha release at this point in time. As a consolation, here's a screenshot that shows pretty much everything that actually works right now. I left it as an anaglyph so you can see how the layers work. By the way, if you can't guess from the screenshot, it's a Gradius clone.

Attach file:



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#79
[ENTRY] Mandelbrot Explorer
Posted on: 2010/10/30 10:55
VUE(xpert)
Joined 2006/9/29
USA
267 Posts
CoderLong Time User (13 Years) PVBCC 2010 3rd
On a side note, before anyone says, "That's not a game!" this is not my "real" project. This is a little something I started working on last weekend. At first it was just a demo that had a crippling bug. After fixing the bug, I decided to develop it into a full blown app. Disappointingly, I know I'm not going to be able to finish my main project, but I want to enter at least one thing in the compo that's complete. This is my first foray into procedural graphics, and I used a different method than drawing to the frame buffers. Thus, the project source includes a nice little header file I made to do screen rendering using my method. All the information you should need is in the readme. Hope you like it!

(Let me know if you find any horrible bugs. )

Attach file:



png  mandelbrot.png (7.14 KB)
363_4ccbdc41e7aaa.png 384X224 px
zip mandelbrot.zip Size: 45.95 KB; Hits: 371
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#80
Re: Sign here if you've beaten Wario Land!
Posted on: 2010/10/30 7:53
VUE(xpert)
Joined 2006/9/29
USA
267 Posts
CoderLong Time User (13 Years) PVBCC 2010 3rd
You know, I got 100% on normal difficulty (and listened to Totaka's song at the end ) but I don't think I ever finished it on the harder difficulty. I think I started, but it seemed like mostly the same game so I got bored... I think the thing about VB Wario Land is that it feels like one of the most "finished" VB games. The graphics are really nice, the 3D effects are cool, the music is fine, and the animations are pretty smooth. Basically the only hitch is that it's too short. I have fond memories of spending hours trying to find all the secrets in the original Wario Land on Game Boy...
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