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1  General / General Discussion / Re: The Lost Vikings on: December 03, 2011, 11:50:42 AM
oh yeah, it's a pretty awesome game... for those who don't think that yet, you saw nothing, looks like what could be done with it (my dream would have some online multiplayer of it)

this tas video of it is very very awesome and it's not far from what would be possible while playing multiplayer Smiley (each one with their own screen, unlike the snes/genesis version ;p, and maybe then smarter enemies or something like that to give a new sensation to it)

http://tasvideos.org/703M.html

also btw.. i have wip of a clone of this great game in freebasic, but i don't have motivation to finish it all alone, maybe i can recruit a partner? xDD

if someone want more info about it or see the wip just say, that then maybe i can create a topic for it?
2  FreeBASIC Game Development / Showcase / Re: Reinkarnoid v1.0 released :) on: November 05, 2011, 05:30:47 PM
Uh, reached level 14. Passwords definitely save the game.

I don't know, I found several levels quite annoying, especially those with indestructible blocks. Not sure why you force designs that utilize them so much. Level 3 is definitely tedious, and for the worst, no passwords till level 8.

The game has some problems with collision, that's for sure. More than once my ball was locked in a line of indestructible blocks. Also, I can often bounce the ball back into the play playfield with the bottom of my ship. Also, In level 8, if I get the lasers, it's quite difficult to get the tiny laser beam between the two yellow blocks, while this shouldn't be so, as the gap is one block big, huge for the width of the laser beam. Nevertheless, my laser beam keeps colliding with the yellow blocks instead of getting between them. Anyway, not sure if you are interested into fixing these bugs.

So far the game is fun to play, but without the passwords not sure how long it would hold my interested. Too many "evil" levels for a no-passwords gameplay to be fun. Thanks for implementing them.

BTW, how many levels did you say the game has?

Will try to finish this later.

ok, just to clarify none of these are bugs Smiley
the indestructible "bricks", are actually magnetic/light "bricks", so the ball can pass between them (in that 1 pixel gap), because they aren't really solid blocks, also if they are hit in one of the very corners, it will hold the ball for a while, but never forever.... but indeed a change in later game, made it be a bit more surreal, but i didnt bothered to fix it, since specially that way, experienced players, can use that for their advantage, and it's r0x when you learn how to use it Tongue

also the game have 33 levels, and the level 3 is very easy, it's there to make you learn how to aim to touch the ball on the corners making it goes almost horizontal, and with that is possible, to clear that whole level in a single pass Tongue

also about the laser, it was like that on all of the original games, so decided to not split the beams.... and so aiming it on the center on level 6, is part of playability ;p

also i was thinking into make the password start on level 2... instead of level 3, but since level 2 is way too soon, and level 3 is the first "tricky" level, then i had no choice but leave it that way, i could make it start on level 4, but i wouldnt reduce the password frequency, it's too easy the way it is, specially now, that i can clear the whole game on hard... and always o.o

but i can add some of these things as "options" if i upgrade it.... specially since i forgot to add the respawn feature, that i had planned Tongue

also about the passwords, just to point out, they only retain 50% of your actual score.... that is to discourage people of abusing of passwords ;p, and someone that clears the game in a single pass, will get a much better score Smiley

also question.... should i make a video of the "Nintendo DS" version working, and post here?
3  FreeBASIC Game Development / Showcase / Re: Reinkarnoid v1.0 released :) on: November 02, 2011, 11:09:15 PM
BTW, is the story narration by you? I mean, original?

if you refer to the voice yes.... i made it be a computer generated voice, and no original game had voice....
the text is the original text...
4  FreeBASIC Game Development / Showcase / Reinkarnoid v1.0 released :) on: November 01, 2011, 07:53:04 AM
ok, i've been working on this project for some time, and now it's done...
for Windows / Linux / Nintendo DS



Windows: http://jafile.com/uploads/mysoft/reinkarnoidwin32.rar
Nintendo DS: http://jafile.com/uploads/mysoft/reinkarnoidds.rar
Source: http://jafile.com/uploads/mysoft/reinkarnoidsrc.rar
5  FreeBASIC Game Development / Programming / Re: Pixel perfect collision by Mysoft. on: October 06, 2011, 11:44:47 AM
Please update code so it will be cross-compatible. Now when using it on Linux you'll get access violation and your game will end. The best solution would be rewrite whole so no assembly is used. I know it isn't easy task for pixel-perfect collision (otherwise I'd do this myself) but bounding box is easier. In fact I can start routine for bounding box collision.

can you provide an example of the code that crashed?
because i tried it on several linux and it worked flawlessy (not even valgrind complained) , but i heard some linux have problem with fbgfx... (the example i provided on the link, fails to work too?)

so more details like fb version.... and how you're using it... is required to track this problem...
6  FreeBASIC Game Development / Work In Progress / Mysoft Titus V0.4 on: January 16, 2009, 07:12:49 PM
at this point i can release the first public version...
for linux uses... it requires fmod (and freepats optionally)
for other info plz... check readme.txt

Win/Lin Binaries + Source: http://www.sendspace.com/file/pmpmrf (Titus-App.rar 289kb)
Data Files: http://www.sendspace.com/file/orid28 (Data.rar 615kb)

Update: http://freefile.kristopherw.us/uploads/mysoft/linux-binary.zip
linux binary had wrong patches for the MOD files... Tongue

 Tongue

7  FreeBASIC Game Development / Work In Progress / Re: Are you working on a game/game dev related project? on: June 17, 2008, 07:17:09 AM
heh, i have some Game Projects slooowlly ongoing due to live "sickness".... but im working atm in my The Lost Vikings Multiplayer Clone...
8  FreeBASIC Game Development / Work In Progress / Re: 502 Rally demo on: February 25, 2008, 10:16:07 AM
it worked great here... hahah altough (~10 fps with 1024x768 / everything at max), but that always happens with filters at max... anyway my desktop is at 16bpp and with that it have run damn slower (even with everything turned off / plus 320x200), it doesnt even started with some options turned on... (shader maybe?)

funny reallistic physics ;P
9  FreeBASIC Game Development / Work In Progress / Re: A screen by screen scrolling engine with a map editor (ver. 0.3.2) - 02.02.0 on: February 03, 2008, 07:48:44 AM
hum... c00l, interesting idea...

but you need especific tiles to use in the collision layer, i dunno if this is good or not =] altough it makes the collisions probabily a bit more realistic
10  FreeBASIC Game Development / Work In Progress / Re: Two Lords - ALMOST FINISHED on: January 26, 2008, 02:30:34 AM
i see... well since you are using fbgfx getmouse function clipping the mouse onto window will be the same as you have in fullscreen o.o (the only difference is that you need something to "lock/unlock" mouse) anyway, im nothing wanting it, um just suggesting it =D
11  FreeBASIC Game Development / Work In Progress / Re: Two Lords - ALMOST FINISHED on: January 25, 2008, 10:35:21 PM
despite of the fact that 4:3 fullscreen windowed doesnt look good in a widescreen LCD, i only play games in fullscreen that allow the same resolution/bpp im using (1024x768x32 or 16bpp), otherwise it causes windows to go crazy ;P and such... but not that fullscreen is bad thing, but FORCING fullscreen is...

also what method you are using to get mouse movement in fullscreen?
12  FreeBASIC Game Development / Work In Progress / Re: Two Lords - ALMOST FINISHED on: January 24, 2008, 10:23:12 PM
hum... isnt like that anyway, freebasic now have a "mouse clip" function, that it will block the mouse goes out from window, and then you need a toogle to let users do another things... (i know it was using a old version but anyway is just a sugestion... since fullscreen isnt a good thing anymore xD)
13  General / General Discussion / Re: Satellite Photo from Mars Shows Alien "Creature" on: January 24, 2008, 08:29:32 PM
in any case what suppose to be that? a dark sand? a rock? looks like wood, but its impossible to be ;P xD
14  FreeBASIC Game Development / Work In Progress / Re: Two Lords - ALMOST FINISHED on: January 24, 2008, 11:51:31 AM
no mouse for windowed mode? why? o.o you can always use a "GRAB/RELEASE" shortcut
15  FreeBASIC Game Development / Game Dev / Re: Why OOP? on: January 23, 2008, 07:57:57 PM
good text, as for everything you need to be careful to choice wheter use it and wheter not... cuz in OOP i can say that about 10% of the cpu power is "wasted" in calling properities,subs,functions and things like that... (ofcourse procedural with a lot of subs and functions have this waste too)...

you know the easy path isnt always the best way =]

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