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#21
Re: Yeti3D raycaster finally released!
Posted on: 2010/5/27 1:43
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
Reality_boyD is the debug version of Reality Boy. It looks like you have the rom there too though (yeti3d.vb). Otherwise, you can get the newest version earlier in this thread.

Anyway, you should use the emulator Mednafen instead of Reality Boy, it works better and doesn't flicker.

And no, there are no enemies in this game, it's just a demo
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#22
Re: Yeti3D raycaster finally released!
Posted on: 2010/5/27 1:51
PVB Elite
Joined 2010/1/5
Sweden
560 Posts
Long Time User (9 Years) Donator30+ Game Ratings
No enemies, you can just walk around.
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#23
Re: Yeti3D raycaster finally released!
Posted on: 2010/5/27 15:35
VB Gamer
Joined 2010/4/8
12 Posts
Long Time User (9 Years)
Do you work on a full version?
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#24
Re: Yeti3D raycaster finally released!
Posted on: 2010/5/27 16:58
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
Not at the moment, but I'm working on something else (equally cool), for the coding competition
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#25
Re: Yeti3D raycaster finally released!
Posted on: 2010/5/27 23:35
VB Gamer
Joined 2010/4/8
12 Posts
Long Time User (9 Years)
A fps?
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#26
Re: Yeti3D raycaster finally released!
Posted on: 2010/5/28 3:49
VUE(xpert)
Joined 2006/9/29
USA
267 Posts
CoderLong Time User (12 Years) PVBCC 2010 3rd
Very cool! When can we expect to see Descent?

I have a suggestion: If you're going to render the hand (which I think kind of gets in the way anyway) then maybe it should be on a lower numbered world? It tends to go behind the walls (as seen below.)

But don't take that as griping, it's incredible that you did this!

Attach file:



png  0.png (2.71 KB)
363_4bff210c3f51f.png 384X224 px
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#27
Re: Yeti3D raycaster finally released!
Posted on: 2010/5/28 10:56
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
I am aware of that. The problem with drawing directly to the framebuffers (that's how the walls are drawn), is that ANY world goes behind what you draw.

It's not possible to draw stuff behind the worlds, so the only solution would be to not use any worlds and manually draw the hand as well...
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