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#1
RunnerPack's Amazing Water Demo
Posted on: 2009/11/17 5:34
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I'm posting this in Development because it's more like a code example than a useful program. The "readme" explains the rest. I've attached a screen-shot below, but it looks a lot more "amazing" in motion

Attach file:



png  screenshot.png (13.81 KB)
11_4b0235be2ebb9.png 768X448 px
zip RunnerPack__VB Water Demo.zip Size: 54.22 KB; Hits: 229
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#2
Re: RunnerPack's Amazing Water Demo
Posted on: 2009/11/17 6:34
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Wow... that's pretty cool... nice job! For some reason that reminds me of the SNES Zelda boss in the water where you get the hookshot :P .

DogP
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#3
Re: RunnerPack's Amazing Water Demo
Posted on: 2009/11/17 6:44
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Wow, thanks! That's high praise indeed, coming from the master of VB dev and being compared to the master(s) of SNES dev!
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#4
Re: RunnerPack's Amazing Water Demo
Posted on: 2009/11/17 7:13
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Amazing! That came surprising. I can't wait to try it out at home. :)
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#5
Re: RunnerPack's Amazing Water Demo
Posted on: 2009/11/17 13:28
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Fantastic! A really inspiring tech demo! Also thanks a lot for including the source once again. :)

It has a serious bug, though: I tried it on FlashBoy and the objects are randomly "flickering" up and down. Like a fourth of all objects is randomly changing heights. I tried to take a screenshot but, unfortunately, it was not good enough to see the details.
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#6
Re: RunnerPack's Amazing Water Demo
Posted on: 2009/11/17 16:46
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KR155E, my man! Thanks for the kind words (not to mention the front page headline )!

Well, I knew it wouldn't be quite right on hardware, but I let someone test it on their Flash Boy and he didn't report it as being that bad... (I really need to fix my flash cart so I can tweak my code and try out the other cool home-brew out there.)

Have you tried both ROMs in the archive? I thought they each used different timing settings (It's using vbWaitFrame :/ I know...) but they seem to be about the same in my (sloooooow) Reality Boy, so I don't know...

Also, sorry about making you reverse-engineer the button map. I don't know where my head was when I was writing the readme
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#7
Re: RunnerPack's Amazing Water Demo
Posted on: 2009/11/17 17:51
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It's the same in both versions. :(
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#8
Re: RunnerPack's Amazing Water Demo
Posted on: 2009/11/18 19:18
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Great work RunnerPack! This is a really good demo! This is what they should have done with the water effects in Waterworld
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#9
Re: RunnerPack's Amazing Water Demo
Posted on: 2009/11/19 20:15
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Thanks, Dan!

I was thinking you might be able to use a modified version of the algorithm for the water in your Zelda game, but I kinda like the minimalistic water effects in the Zelda series...

I think it would work best (turned 45 degrees and with perspective applied) in a Wario World-esque, fixed-perspective, side-scrolling, 3D platformer or a River City Ransom/TMNT-style beat-'em-up (I've always thought the VB really needed examples of both genres).

I'm not saying that you should work on these kinds of games, I'm just putting ideas out there
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#10
Re: RunnerPack's Amazing Water Demo
Posted on: 2010/3/27 10:06
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Quote:

KR155E wrote:
Fantastic! A really inspiring tech demo! Also thanks a lot for including the source once again. :)

It has a serious bug, though: I tried it on FlashBoy and the objects are randomly "flickering" up and down. Like a fourth of all objects is randomly changing heights. I tried to take a screenshot but, unfortunately, it was not good enough to see the details.


Is this "random height change" in addition to the actual water ripples, or is the water static with flickering objects?

I'm trying to port this to VUCC, but the water won't ripple and the objects are behaving in a way that sounds just like your description.
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