Original Post

hello, I’m programming a new game based on characters from old Spanish game called “Captain Sevilla ‘”, I know nothing of programming in C and I need your help.(what little I know is thanks to your comments and demos)

when include in the code new documents. h , the screen appears black. Why?

I leave the code works. I want to include the character and move it for the background (for the moment,jejeje)

thank you very much for your time!!

my english is very bad, sorry!!

  • This topic was modified 14 years, 2 months ago by rubengar.
  • This topic was modified 14 years, 2 months ago by rubengar.
  • This topic was modified 14 years, 2 months ago by rubengar.
72 Replies

Captain Sevilla go on!!



It looks amazing!! The graphics are impressive

I’m >really< hoping this game gets finished and not abandoned incomplete like almost all other VB homebrew games (except Blox 1&2)...

I will not abandon the game, but a game of these features takes work. every day I dedicate over 3 hours to the game, but the game’s development must be at least a year. I dedicate myself to do everything, graphics, programming, music, level design, etc …

Thanks for your interest!!

I must try this game in my VB 🙂 . I liked the original version and looks great :D. Hope this week I’ll have any spare time 😉

Thanks!!

PS: Enhorabuena, es bueno ver que por estos lares hay más gente con VB 🙂

The graphics you’ve made really does look great, but I still feel I have to comment on the fact that you’re only using 3 colors for the backgrounds, when you could use 4… The backgrounds don’t come to their true potential then.

I guess this is because in the beginning you were told to change the default palette so that the black in the characters would not be transparent? I’d just like to point out that you can have different palettes for the sprites and bg, to still enable all 3 reds + black in the bg, like this:

VIP_REGS[GPLT0] = 0xe4; //palette for bg with 3 red + transparent black
VIP_REGS[GPLT1] = 0xd0; //palette for sprites with 2 red + non-transparent black + transparent black.

Then when you create the graphics in VIDE, you can set different parts to use different palettes.

Just a tip.
Great job so far, looking forward to the next release!

DanB wrote:
The graphics you’ve made really does look great, but I still feel I have to comment on the fact that you’re only using 3 colors for the backgrounds, when you could use 4… The backgrounds don’t come to their true potential then.

I guess this is because in the beginning you were told to change the default palette so that the black in the characters would not be transparent? I’d just like to point out that you can have different palettes for the sprites and bg, to still enable all 3 reds + black in the bg, like this:

VIP_REGS[GPLT0] = 0xe4; //palette for bg with 3 red + transparent black
VIP_REGS[GPLT1] = 0xd0; //palette for sprites with 2 red + non-transparent black + transparent black.

Then when you create the graphics in VIDE, you can set different parts to use different palettes.

Just a tip.
Great job so far, looking forward to the next release!

oh thanks!! more color would be fantastic for backgrounds. I’ve been trying but not working. I would greatly appreciate if you could put a small code example. thanks, thanks! sorry for being annoying… 😕

Well… it’s not any more code really. Those 2 lines are all you need.

It’s more about how you set up your charmaps before exporting them from VIDE. For the backgrounds (that are going to use GPLT0) you design them just like you want them to look in VIDE, using all 4 colors.

For the characters, you just use the colors differently. Use “black” for what you want transparent, and “dark red” for what should be black. I guess you do this already.

Now, the key part is modifying the characters charmap to use GPLT1. You can do this with the “Advanced map editor” plugin in VIDE. Open it up, select an area in the map and press the palette button once. Tick the checkbox and your characters should be marked with a blue “1”. Save and you’re done!

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DanB wrote:
Well… it’s not any more code really. Those 2 lines are all you need.

It’s more about how you set up your charmaps before exporting them from VIDE. For the backgrounds (that are going to use GPLT0) you design them just like you want them to look in VIDE, using all 4 colors.

For the characters, you just use the colors differently. Use “black” for what you want transparent, and “dark red” for what should be black. I guess you do this already.

Now, the key part is modifying the characters charmap to use GPLT1. You can do this with the “Advanced map editor” plugin in VIDE. Open it up, select an area in the map and press the palette button once. Tick the checkbox and your characters should be marked with a blue “1”. Save and you’re done!

Ohh! great explanation, thank you very much. now I can make my background better. Thanks for your time and advice!!

everyone who help me will be revealed in the credits of the game 🙂

I´m improving the backgrounds of the game, thanks DanB!! although this means more work still 😕

Glad to help! It looks amazing with the added details! Keep up the good work!

I show the latest progress of my game, I added an inventory, in the game you have to using objects to solve puzzles . The final game is a mix of arcade and videoaventure. The intro is finished, I still have many hours to finish the first level, but I think the effort is paying off!! Thanks to all who help make this a better game!!

Awesome! I hope you include a translation with the game though, even if it’s in a PDF, because I don’t understand spanish… no comprende.

Looking great! Multiple languages would be nice indeed. If you want to include this feature, I can share the multilanguage code of BLOX 2 and also help with the german translation. 🙂

Wow! Nice screenies! BTW, I’m definitely on-board to help make a good English translation (if you want me to).

Nice work you’re doing there! You’re really putting some serious effort into this, and it shows!

On a side note, I can read enough Spanish to get most of the intro, so maybe I could help out with translation as well.

Great to see someone being able to work out their project. Very nice! Not to bash the ones that can’t, as I understand the free time stuff and all, just complimenting Ruben on his work :thumpup:

KR155E wrote:
Looking great! Multiple languages would be nice indeed. If you want to include this feature, I can share the multilanguage code of BLOX 2 and also help with the german translation. 🙂

oh! this would be fantastic, my idea is to make the game in English and Spanish. Any help is welcome!! thanks for your time!!!

by RunnerPack on 2011/1/29 3:58:33
Wow! Nice screenies! BTW, I’m definitely on-board to help make a good English translation (if you want me to).

by Fwirt on 2011/1/29 10:21:59

Nice work you’re doing there! You’re really putting some serious effort into this, and it shows!

On a side note, I can read enough Spanish to get most of the intro, so maybe I could help out with translation as well.

any help is good!!thanks!!

rubengar schrieb:
oh! this would be fantastic, my idea is to make the game in English and Spanish. Any help is welcome!! thanks for your time!!!

Alright, my idea for going multilingual was/is pretty simple. There’s one variable which holds a number representing the current language. For example 0 = english, 1 = german and 2 = spanish.

u8 language = 0;

Then there’s an array for each text fragment that has to be translated, with the position of the translation equaling the previously defined assignment. For example:

const char LANG_MAIN_MENU[3][16] =
{
“MAIN MENU”, //0: english
“HAUPTMENÜ”, //1: german
“MENU PRINCIPAL” //2: spanish
};

Finally, to print the text in the correct translation, simply pass it to your text out function like this:

print(…some values…, (char*)LANG_MAIN_MENU[language]);

Of course you need to make sure to include all needed special characters like ä,ö,ü,ß in your font.

This method requires that you dynamically print text to the screen. However, it seems you’re using a different approach and are simply including text in your graphics for the most parts. In that case there’s no way around creating different graphics for each language.

 

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