bfg.gamepassion Posted October 14, 2013 Share Posted October 14, 2013 (edited) Hi, here is some WIP of my bombjack version. I've just finished some ennemy IA for testing purpose. Seems that i have a bug with the player who is teleported on top of the screen sometimes (not on video) and i don't know why and how to reproduce the bug ... Need testing on real hardware. Edit : Seems the teleport bug appear on emulator when i use my capture video tools ... Very strange. Really need heavy testing on real hardware to be sure. http://youtu.be/ChngjZTXdS4 Edited October 14, 2013 by bfg.gamepassion 10 Quote Link to comment Share on other sites More sharing options...
Hakogame 箱亀 Posted October 14, 2013 Share Posted October 14, 2013 Looks good! Though, you might not want to use so much black in the background if the player is also mostly black. For example, in the first screen: the bushes might look better of they were dark green/light green instead of medium green/black. Quote Link to comment Share on other sites More sharing options...
ColecoDan Posted October 14, 2013 Share Posted October 14, 2013 That looks pretty cool from the version you had shown many months ago. It has come along pretty good. Quote Link to comment Share on other sites More sharing options...
ten-four Posted October 14, 2013 Share Posted October 14, 2013 I'm pretty sure that someone here will try to help you out with this problem. Quote Link to comment Share on other sites More sharing options...
Pixelboy Posted October 15, 2013 Share Posted October 15, 2013 Very nice! Quote Link to comment Share on other sites More sharing options...
bfg.gamepassion Posted October 15, 2013 Author Share Posted October 15, 2013 Looks good! Though, you might not want to use so much black in the background if the player is also mostly black. For example, in the first screen: the bushes might look better of they were dark green/light green instead of medium green/black. Very good idea ! I'll try that as soon as possible ! Thanks !! Quote Link to comment Share on other sites More sharing options...
youki Posted October 16, 2013 Share Posted October 16, 2013 I still have lot of work on the background graphics . awesome work!...Michel!... the physics seems perfect. Quote Link to comment Share on other sites More sharing options...
RKGames Posted October 17, 2013 Share Posted October 17, 2013 I had some weird things happening in monster bash with all the tiles i was replacing for the candle and lightning effects and it would cause sprites locations to change for no reasons at times and i would sometime get a few bad garbage tiles to appear when switching tiles on the fly other times. what solved my problem was calling i noticed when i wasted a few cycles every other frame with a delay(1) it made my problems go away and i was able to remove all my extra enable nmi calls per each tile redraw on the candle animation. I see you are replacing a heck of a lot of tiles with the bombs as the player collects them and might be the same issue. just for fun try putting a delay(1) in your main game loop and try it for a while. if that does work the only down side is you might need to recalc the timing of the game to compensate for the delay() as i did in monster bash. Russ Quote Link to comment Share on other sites More sharing options...
Kiwi Posted October 17, 2013 Share Posted October 17, 2013 I usually do for my gameloop. Sometime if I think something may lag the game or something that update the screen, I use task management trick, if(frame==1 || frame==3){}. Nanochess taught me a trick that you can use the border change to see where on the screen vdp is drawing. It seems to help determined if the game is going to lag if the screen is totally gray, but if it green for the entire screen and there's a gray bar in the top border then it is fine.I usually make this kind of gameloop while(game==1){ if (frame==1 || frame==3){Function;} game logic and stuff paper(2); delay(1); paper(14);} I treat delay(1) as vsync. If I need to know how many time the NMI is called, then I'll set a variable to zero right after paper(14);and have it print a number right before paper(2);. Then add variable++ to the NMI loop. I hope this helps with your problem. Quote Link to comment Share on other sites More sharing options...
RKGames Posted October 17, 2013 Share Posted October 17, 2013 I usually do for my gameloop. Sometime if I think something may lag the game or something that update the screen, I use task management trick, if(frame==1 || frame==3){}. Nanochess taught me a trick that you can use the border change to see where on the screen vdp is drawing. It seems to help determined if the game is going to lag if the screen is totally gray, but if it green for the entire screen and there's a gray bar in the top border then it is fine. I usually make this kind of gameloop while(game==1){ if (frame==1 || frame==3){Function;} game logic and stuff paper(2); delay(1); paper(14);} I treat delay(1) as vsync. If I need to know how many time the NMI is called, then I'll set a variable to zero right after paper(14);and have it print a number right before paper(2);. Then add variable++ to the NMI loop. I hope this helps with your problem. Thanks for posting this! coool trick indeed! Glad i wasn't too far off with delay(1) Russ Quote Link to comment Share on other sites More sharing options...
bfg.gamepassion Posted October 17, 2013 Author Share Posted October 17, 2013 I had some weird things happening in monster bash with all the tiles i was replacing for the candle and lightning effects and it would cause sprites locations to change for no reasons at times and i would sometime get a few bad garbage tiles to appear when switching tiles on the fly other times. what solved my problem was calling i noticed when i wasted a few cycles every other frame with a delay(1) it made my problems go away and i was able to remove all my extra enable nmi calls per each tile redraw on the candle animation. I see you are replacing a heck of a lot of tiles with the bombs as the player collects them and might be the same issue. just for fun try putting a delay(1) in your main game loop and try it for a while. if that does work the only down side is you might need to recalc the timing of the game to compensate for the delay() as i did in monster bash. Russ No, the problem not appear when changing tile when taking bomb ... Very strange things, that happen only when the emulator video capture is ... capturing ... Just to show you how i do that : void nmi() { if (nmi_renderBomb==1) { nmi_renderBomb = 0; for (k=0;k<MAXBOMB;k++) { myBomb = &bomb[k]; myBomb_allume = &myBomb->allume; myBomb_x = &myBomb->x; myBomb_y = &myBomb->y; if ((*myBomb_allume)==BOMB_NORMAL) put_frame0(&bombGfx,(*myBomb_x),(*myBomb_y),2,2); else if ((*myBomb_allume)==BOMB_ALLUME) put_frame0(&bombGfx,(*myBomb_x),(*myBomb_y),2,2); else if ((*myBomb_allume)==BOMB_DETRUIT) { (*myBomb_allume) = BOMB_NULL; buffer2screen((*myBomb_x),(*myBomb_y)); } } } } When a bomb is taken, i redraw all the bomb in the nmi ... And when i'm copying/pasting the source source, i see that's totally stupid ... I have only to redraw the background for the taken bomb :) Sometimes talking with other coder, open your eyes :) Quote Link to comment Share on other sites More sharing options...
RKGames Posted October 17, 2013 Share Posted October 17, 2013 No, the problem not appear when changing tile when taking bomb ... Very strange things, that happen only when the emulator video capture is ... capturing ... Just to show you how i do that : void nmi() { if (nmi_renderBomb==1) { nmi_renderBomb = 0; for (k=0;k<MAXBOMB;k++) { myBomb = &bomb[k]; myBomb_allume = &myBomb->allume; myBomb_x = &myBomb->x; myBomb_y = &myBomb->y; if ((*myBomb_allume)==BOMB_NORMAL) put_frame0(&bombGfx,(*myBomb_x),(*myBomb_y),2,2); else if ((*myBomb_allume)==BOMB_ALLUME) put_frame0(&bombGfx,(*myBomb_x),(*myBomb_y),2,2); else if ((*myBomb_allume)==BOMB_DETRUIT) { (*myBomb_allume) = BOMB_NULL; buffer2screen((*myBomb_x),(*myBomb_y)); } } } } When a bomb is taken, i redraw all the bomb in the nmi ... And when i'm copying/pasting the source source, i see that's totally stupid ... I have only to redraw the background for the taken bomb :) Sometimes talking with other coder, open your eyes :) Great to hear you found a way to improve your game! Great job on bomb jack so far! looks amazing! Russ Quote Link to comment Share on other sites More sharing options...
bfg.gamepassion Posted November 5, 2014 Author Share Posted November 5, 2014 Some WIP ... https://www.youtube.com/watch?v=VUDriN26Y2w 3 Quote Link to comment Share on other sites More sharing options...
AtariBuff Posted November 5, 2014 Share Posted November 5, 2014 Now that looks great Quote Link to comment Share on other sites More sharing options...
bfg.gamepassion Posted November 6, 2014 Author Share Posted November 6, 2014 Please, i don't remember the creator of this mock : Can i reuse for the game the bomb and platform gfx ? 1 Quote Link to comment Share on other sites More sharing options...
youki Posted November 6, 2014 Share Posted November 6, 2014 I think it is a mockup from Luc. (Pixelboy) Quote Link to comment Share on other sites More sharing options...
ten-four Posted November 6, 2014 Share Posted November 6, 2014 I think it is a mockup from Luc. (Pixelboy) Yes, it is a mockup from Luc. Bomb Jack #8 Quote Link to comment Share on other sites More sharing options...
Pixelboy Posted November 6, 2014 Share Posted November 6, 2014 Yes, go ahead and use it if you want. Although I should mention that I designed those bomb and platform graphics with the rule that the color black is never used in the distant backgrounds. This helps to make the bombs and platforms stand out visually. Quote Link to comment Share on other sites More sharing options...
retroillucid Posted November 6, 2014 Share Posted November 6, 2014 BombJack is so much fun! Can't wait for the release of this one Quote Link to comment Share on other sites More sharing options...
bfg.gamepassion Posted November 7, 2014 Author Share Posted November 7, 2014 Here is a new video. Luc if we use for the final version the gfx you'll be credited of course. https://www.youtube.com/watch?v=Q0MUf0HPIaM 2 Quote Link to comment Share on other sites More sharing options...
Pixelboy Posted November 7, 2014 Share Posted November 7, 2014 Quite nice, although I would make the active fuse spark on the bombs a bit more bold. It's hard to see the spark as it is now. Quote Link to comment Share on other sites More sharing options...
bfg.gamepassion Posted November 7, 2014 Author Share Posted November 7, 2014 Quite nice, although I would make the active fuse spark on the bombs a bit more bold. It's hard to see the spark as it is now. Yes, this thing need to be fixed Quote Link to comment Share on other sites More sharing options...
TPR Posted March 21, 2015 Share Posted March 21, 2015 So I ran across the WIP ROM today poking around the internets and I thought it looked FANTASTIC! So of course I had to search around and found this thread. The WIP was obviously way earlier than what I'm seeing in the videos in this thread and I just wanted to add one more voice saying I think it looks great and I'm looking forward to whenever it gets released! Quote Link to comment Share on other sites More sharing options...
Pixelboy Posted March 23, 2015 Share Posted March 23, 2015 So I ran across the WIP ROM today poking around the internets and I thought it looked FANTASTIC! So of course I had to search around and found this thread. The WIP was obviously way earlier than what I'm seeing in the videos in this thread and I just wanted to add one more voice saying I think it looks great and I'm looking forward to whenever it gets released! I agree this looks great and very promissing. But I still say bfg.gamepassion should remove all black pixels from the far backgrounds and keep black for platforms and in-game objects, to increase the impression of depth. Quote Link to comment Share on other sites More sharing options...
bfg.gamepassion Posted March 24, 2015 Author Share Posted March 24, 2015 (edited) Background have been changed is the last release candidate. Physics have changed a little too. I think the game has a really good feeling in term of gameplay/physics. (Should ask Alekmaul or Youki my official beta testers ). Edited March 24, 2015 by bfg.gamepassion Quote Link to comment Share on other sites More sharing options...
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