Jump to content

Sporadic

+AtariAge Subscriber
  • Content Count

    614
  • Joined

  • Last visited

Everything posted by Sporadic

  1. yes, PSP7 never lets me down. I have had issues with Gimp before but couldn't be bothered to investigate when psp just worked
  2. Out of interest, try this one. I opened it in Paint Shop Pro 7 and resaved it. AP70573254_new.bmp
  3. Hi, Save your image as a BMP. People have less compatibility issues with 16 bit images too. Did you check out ggns pinned tutorials in the RB+ forum? He covered assets.txt and the object list which should be a good resource for you.
  4. Usually a crash like that in VJ will be due to a variable or object with a strange value. It'll be worth double checking over everything to make sure there's no strange values. I've never had VJ issues with RB+ before except where I've messed up something such as object properties/setting incorrect values or with using incorrect sound/input values. There's usually something somewhere, it's just tracking it down
  5. Instead of using a variable as a counter you could just read the current scale value into a variable, add 1 to it and then set the scale again. Eg. dim currentsize as integer currentsize = rlist[fishobject].scale_x currentsize = currentsize + 1 rlist[fishobject].scale_x = currentsize (you want to add checks to make sure currentsize doesn't go below 0 and above 255 though). It would be more efficient to just maintain the currentsize variable yourself though and just set the size when required though (saves reading its size each time you need it). However if you want to be ultra lazy you could do; rlist[fishobject].scale_x = rlist[fishobject].scale_x + 1 but that wouldn't allow you to test the 0 and 255 limits of the scale property.
  6. i'm sorry, wtf? bait? it's a genuine statement.
  7. Not at all, of course it can. I'm not saying it can't run what you suggested. But you're guessing at what he might be planning to add in the first place.
  8. That's all speculation without knowing exactly what he has in mind.
  9. The BlitLine example in RB+ should get you started. That draws lots of horizontal lines using the Blitter. It's a simple example that can be improved for speed by using the blitter in faster ways (such as Phrased blits instead) but it will give you a starting point. (For the BlitLine example, you must disable/untick the "Fast Blitter" option inside Virtual Jaguar options).
  10. Yes, you can work out the normals during initialisation. Then rotate them along with the rest of the vertices at runtime. As long as the triangles are all wound in the same order you can tell front or back from the direction.
  11. I 100% agree with you Looking forward to seeing what else you make.
  12. You're producing the overlays now, before the game is complete? What happens if you need to change something or think of a new feature? You're effectively cornering yourself then and restricting your available options!
  13. Thank you Yes this is all coded in rB+ . I've been on and off coding the engine for around 2 years now, it's gone through many many iterations to optimise things. I'd like to release some source at some point but I really don't know when that'll be yet. There's probably still more that can be tweaked
  14. Awesome idea and totally doable. Perhaps something for a separate project. The map can dynamically update though eg. Destroy blocks
  15. Yes I could add options to remove the head Bob and add a reticle to the centre of that helps.
  16. I'd rather avoid the obvious massive law suit lolol At the end of the day, that is just a HUD to give you a glance of what's around so I don't want to encourage players to look at that map too often. I might even remove it in hardcore mode.
  17. Lol, no, please, not multiplayer. Sound volume warnings is a good one though
  18. It is running at 160 wide and the canvas is 8bit. I've been playing with different resolutions Vs performance and this seems to be the sweet spot and fits the game style well.
  19. Thanks I had been thinking a similar thing too. It already lights the walls red around the ghosts but that still doesn't give much notice to the player. So yes, I'm looking for ideas to warn the player of the dangers.
  20. Hey all, I wanted to share something I've been working on the last couple of months. You will recognise the gameplay but I'm trying a different viewpoint on it. The video shows everything that's in the current build. Proper Ghost behaviours and path finding are in. There's still a few core elements to implement including level progression, but it's getting there. Sounds are just placeholders for now. Built using the awesome RB+/Raptor toolset. Video recorded direct from my Jag. EDIT: New Post Update on 13 Oct 2020 - CLICK HERE
  21. You gotta add Gibs! Blow em to pieces
  22. You can move the particle text layer to the bottom of the list. Then the text will appear above everything else. You must make sure you have an active object at the top though.
  23. Yes the order is in rapinit. Bottom of the list has priority. Do not ever disable the top or bottom objects, it will crash.
×
×
  • Create New...