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#11
Re: What should Team VUEngine work on next?
Posted on: 4/12 21:10

Joined 4/12
-1 Posts
Hello,

I am new here, though i have been checking the site for awhile. This may be a little off, but i thought of an idea for a new vb game. The premise would be similar to "Cliff Diving", an augmented reality PS Vita game. However, it would contain Nintendo only characters and would be called Mario Diving. I doubt this would be possible due to nintendos' strict IP policy, but maybe swapping mario for VB characters like NESTER, and Jack Bro's--etc. Also, anyone remember World Games for the nes, the cliff diving part? I remember purposely diving head first into rocks for laughs. Also a rpg game similar in the vein of; Megatraveller 1: Zhodani Conspiracy. Thanks
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#12
Re: What should Team VUEngine work on next?
Posted on: 7/13 16:48

Joined 2017/2/5
USA
-1 Posts
Long Time User (3 Years)
KR155E and Jorgeche, If you were willing, I'd benefit from a "nerdy nights" style programming tutorial. I started out trying to use the VBDE, but only got to the point of changing some graphics in the platform demo, and creating my own slide reels per Stereoboy's instructions. I don't know C. I remember seeing the word "this" many times and reading that it is a pointer. I understand pointers in PLC programming, and now assembly. I started learning C through a book, but then really wanted to just jump into programming something - Nerdy Nights for NES is perfect IMO for that system. Because of many hours spent with that and on my own, I have a title screen that plays music and stars twinkle. When you press start it takes you to another screen. But that screen is a wall and there is no "game" working yet. But in just doing this I have experience with the music engine, and have learned about what goes on under the hood on the NES.

A fear I have is that using a higher level language with the VBDE is that things might be going on behind the scenes that could prevent me from learning things I should know about the hardware. For example in Assembly for NES, I have to be aware of certain interrupts, when I can update the PPU, how much data to send and to what places to command certain actions. In a higher level language, you might not need to understand some of these things, but then when you hit a wall, you wouldn't know about them. Just my inexperienced thoughts. I am grateful with anything you update/come out with. It's really nice of you to provide what you already have. I'm only programming NES because with Nerdy Nights it was easier to start with (for me). My main goal is to come out with a game for the VB.

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#13
Re: What should Team VUEngine work on next?
Posted on: 7/13 19:57
Nintendoid!
Joined 2006/3/15
Ecuador
239 Posts
PVBCC 3rdCoderLong Time User (14 Years)
Hey mips5000!

It is always nice to hear that someone is interested in using our tools. :)

Regarding VUEngine and VBDE, I would recommend you to try to use our new extension for Visual Studio Code, it is not officially released yet, but we can send it to you and help you through the process of getting it to work. The benefit will be that you will have access to the engine's latest version (which has tons of improvements compared to the version that is bundled with VBDE) and you will be able to use a syntax closer to C++ than the convoluted macros that we implemented to support object oriented features.

Join the PlanetVB's discord channel, it will be way easier and faster to help you through there, both to setup the extension for VSC and to easy your way around the engine.

Regarding your concern about higher level vs low level, I guess it is debatable and will depend on your ultimate objectives. Personally, I prefer to being able to concentrate on getting the game logic to work and only then go to the low level stuff to do something fancy or to optimize some algorithm. In any case, the engine's code is fully open, so you can always get to the bottom of of how it manages the hardware. And since the whole engine supports polymorphism, you can always override any method that doesn't fit your needs. Things like VIP interrupts and such are already covered, but you can still rewrite them if you are so inclined. And getting the most of the engine's features will necessarily involve understanding part of the underlying hardware for things like animations, so, you won't be skipping everything by using the engine.

Regards,
jorgeche
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#14
Re: What should Team VUEngine work on next?
Posted on: 7/14 5:45

Joined 2017/2/5
USA
-1 Posts
Long Time User (3 Years)
Thanks Jorgeche, I'm interested in the tools you've made, and thanks for making them. And for offering the help. I've met a few very helpful members over at NESDEV. Once I get a little further on my NES game I plan on either re-creating it, or creating a new game on the VB. Hopefully some of what I've learned about the NES architecture will translate over. The last month or more I've been facing the programmers worst enemy, which is getting too busy at work and coming home too mentally exhausted to do anything. Hopefully I'll see you over on the discord soon.
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#15
Re: What should Team VUEngine work on next?
Posted on: 8/1 9:06

Joined 2017/9/11
-1 Posts
Long Time User (2 Years)
I would realy like to see a Alleywey or Arkanoid Clone on the Virtual Boy with nice deep 3d Backround :)
Yes also a Jump and Run Adventure would be realy nice but i think thats to much work, also i think the VB is a great Console for games you dont have to play several hours in a row. Like Formula V seems to be a racer that makes fun for many hours but also you can play it only for 15mins only to makw a few races and have a little fun.
The genere for me is not that important but games that you can play only short time and makes fun and also makes fun to play it 1 or 2 hours in a row. Thats what i think is best for the VB :) anyway wich genere.
I think with Formula V (i only know the Demo) you show us that you can do this :) because Formula V semms to be a game that makes also great fun when you play it only short time as also when you play it 1 or 2 horus in a row :)

Games like that would be great. If it should not be a big projekt like Formula V next time then also only a game (who i think makes not that big Work) like an uprated Alleywey could be a nice to have :)
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#16
Re: What should Team VUEngine work on next?
Posted on: 8/1 22:55

Joined 2012/11/9
Venezuela
-1 Posts
Highscore Top10Highscore Top ScoreHighscore Top ScoreHighscore Top ScoreHighscore Top ScoreHighscore Top ScoreLong Time User (7 Years) 90+ Game Ratings
What happened to that sweet-looking Micro Machines-esque F-Zero racer? I would absolutely love to play that :D
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#17
Re: What should Team VUEngine work on next?
Posted on: 8/2 7:04

Joined 2018/12/13
Canada
-1 Posts
Long Time User (1 Year)
I believe you're talking about Formula V? It's still being developed. They've recently released their 8th demo of the game on patreon. For updates on the game you can join the PVB discord and/or follow them on Twitter.
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#18
Re: What should Team VUEngine work on next?
Posted on: 8/2 14:06

Joined 2014/12/15
-1 Posts
Long Time User (5 Years)
Hi. A bit off topic but, I follow the forums here and just spent time looking at the work the VUEngine has been doing. Really cool stuff.

Have you guys ever considered approaching a group like Limited Run Games (limitedrungames.com) to help distribute releases? I got some Star War N64 releases from them and was very impressed with the final product. I know VB is certainly niche but I think it would help your work reach a larger audience that would probably help grow the VB community and help make you all so more money. Just a thought.
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#19
Re: What should Team VUEngine work on next?
Posted on: 8/3 0:41

Joined 2009/4/30
-1 Posts
10+ Game RatingsLong Time User (11 Years)
I always thought Cave Story would be a great fit for the system. Game is open source as well and would be a neat port.
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#20
Re: What should Team VUEngine work on next?
Posted on: 8/7 10:56
Newbie
Joined 2011/4/8
Great Britain
1 Posts
Long Time User (9 Years)
Quote:

SMVB64 wrote:
I always thought Cave Story would be a great fit for the system. Game is open source as well and would be a neat port.


...and has a 3D version (that didn't turn out great) so I would Looooove a 3D pixel-art Cave Story, same formula worked so well for WarioLand, which I think is the main system seller.
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