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#41
Re: Castle of Doom
Posted on: 2011/1/2 20:18
PVB Elite
Joined 2008/4/26
USA
937 Posts
CoderContributorTop10 PosterHOTY09 3rdLong Time User (11 Years) PVBCC 2010 EntryPVBCC 2013 Entry
Hey, gang, I've now added jumping sfx! While I just can't get the hang of music quite yet, at least it's something to listen to!

Attach file:


vb cd.VB Size: 512.00 KB; Hits: 141
c cd.c Size: 16.84 KB; Hits: 155
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#42
Re: Castle of Doom
Posted on: 2011/1/2 22:12
VUE(xpert)
Joined 2007/10/27
Sweden
417 Posts
ContributorLong Time User (12 Years) 40+ Game Ratings
hehe nice game, level 15 was hard thought but its an ok game

I would prefer things like rolling barrels, ladders... more things but wont vomplain to much its an ok game for being homebrew
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#43
Re: Castle of Doom
Posted on: 2011/1/2 23:34
VUE(xpert)
Joined 2010/10/22
Sweden
343 Posts
ContributorLong Time User (9 Years) 30+ Game Ratings
If this game was complete, I would definately say it's the best VB homebrew ever made.
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#44
Re: Castle of Doom
Posted on: 2011/1/3 7:03
PVB Elite
Joined 2003/7/25
USA
1507 Posts
PVBCC 1stCoderContributor#3 PosterHOTY09 EntryLong Time User (15 Years) App CoderPVBCC 2010 EntryPVBCC 2013 Entry
Looking pretty good... the collision detection is a little off though (I get stuck in the side of walls pretty often, and it seems to miss landings that I think I shoulda landed)... and you only sorta fixed the bouncing thing. I think they should have to press A after landing... right now it seems to only check that the button has been released (so you can release A, then hold A again while falling and he'll immediately jump again).

DogP
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#45
Re: Castle of Doom
Posted on: 2011/1/3 19:14
PVB Elite
Joined 2008/4/26
USA
937 Posts
CoderContributorTop10 PosterHOTY09 3rdLong Time User (11 Years) PVBCC 2010 EntryPVBCC 2013 Entry
I don't know, maybe you can look through my code (without telling me how awful it is!) and see some improvements to the collision in walls code I can make? The wall bricks are 8x8, so I don't know why it's causing it to do such crazy things.
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#46
Re: Castle of Doom
Posted on: 2011/1/3 19:21
Newbie
Joined 2011/1/3
3 Posts
Long Time User (8 Years)
Seems like it's coming along quite nicely!
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#47
Re: Castle of Doom
Posted on: 2011/1/3 22:09
PVB Elite
Joined 2008/12/28
Slovenia
631 Posts
Highscore Top ScoreHighscore Top ScoreCoderContributor10+ Game RatingsLong Time User (10 Years) App CoderPVBCC 2010 EntryPVBCC 2013 Entry
The penultimate platform in room 4 (the one on the far right) is the hardest part of the game. Consider lowering it.

Anyway, have you considered having more doors and keys, like in Wario Land? It would make an interesting adventure game. The gameplay currently seems too GoSub-like.
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#48
Re: Castle of Doom
Posted on: 2011/1/4 3:52
PVB Elite
Joined 2008/4/26
USA
937 Posts
CoderContributorTop10 PosterHOTY09 3rdLong Time User (11 Years) PVBCC 2010 EntryPVBCC 2013 Entry
Now with in-game music! (Same wonky, semi-working wall collision detection. Why won't someone work on that for me?)

@Horvat, yes, I'm considering keys in. Maybe before you go through a door, you need to get the key first in some levels?
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#49
Re: Castle of Doom
Posted on: 2011/1/4 8:30
VUE(xpert)
Joined 2003/9/3
Sweden
442 Posts
PVBCC EntryHighscore Top10 3rdCoderContributorHOTY09 2ndLong Time User (15 Years) DonatorApp CoderPVBCC 2010 1st20+ Game RatingsPVBCC 2013 2nd
Quote:

VirtualChris wrote:
Why won't someone work on that for me?


Why won't someone just do everything I want done for me? Nice attitude...
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#50
Re: Castle of Doom
Posted on: 2011/1/4 11:34
PVB Elite
Joined 2008/12/28
Slovenia
631 Posts
Highscore Top ScoreHighscore Top ScoreCoderContributor10+ Game RatingsLong Time User (10 Years) App CoderPVBCC 2010 EntryPVBCC 2013 Entry
Quote:

DanB wrote:
Quote:

VirtualChris wrote:
Why won't someone work on that for me?


Why won't someone just do everything I want done for me? Nice attitude...


Actually, I would help, if only he cleaned up and commented his code. It's a mess.

And being used to BASIC is not an excuse. I'm primarily a BASIC programmer too, you know.
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