I’ve been working on a project called Fish Bone.
Thunderstuckt was making a litle demo of it.
Thunder… please insert in her. ;D
VIRTUAL_BEN
morintari wrote:
I must of played FB on the emulator for 45 min. Nice work Thunder and V-Ben. It’s great to know that an artist can have an idea and a programmer is willing to flesh it out into a playable game. Kudos to you both.
It is even better on Hardware π
Just tried the demo on hardware, and it runs perfectly. Good work!
The stage select screen has a little bug, which causes the music to play as soon and as long as I press the left or right button, but the stage items won’t move until I release the button.
I would change three things to make the menu look and feel even more awesome:
– Speed it up a lot
– Make all the menu items start moving at the same time
– Scale the items down in size once they are moved to the background
The latter would not be trivial, though, as it would require Affine transformations, which I personally never got to work properly. π
One more thing I noticed: In the Classic Phish level, the far background and the player/enemies scroll at the same speed, while the ground scrolls much faster. It would probably look much better if the ground and player/enemies scrolled at the same speed, and the background at a much slower speed.
– Speed it up a lot
– Make all the menu items start moving at the same time
– Scale the items down in size once they are moved to the background
Thanks for the feedback. I already though about speeding it up because it feels to slow. Shouldn’t be to complex. The items can’t start at the same time as the items change the layer. If they start at the same time there is not enough space to do the switching which makes it look wrong. Scaling would be cool. I had the affine stuff working once but it is not part of the engine and thereby will not make it to Fishbone.
KR155E wrote:
One more thing I noticed: In the Classic Phish level, the far background and the player/enemies scroll at the same speed, while the ground scrolls much faster. It would probably look much better if the ground and player/enemies scrolled at the same speed, and the background at a much slower speed.
I know. That’s why I said I will change that as soon as I build real levels.
KR155E wrote:
The stage select screen has a little bug, which causes the music to play as soon and as long as I press the left or right button, but the stage items won’t move until I release the button.
Fixed, thanks.
OK, here is a new version of the demo with the recent Bug fixed (hopefully).
The level-menu is faster now. However, I’m not a 100% happy with the result.
I also added level 3. However, it is a copy of level 1 with different back- and foregrounds. The final version will have a different set of enemies in this level.
I’m pretty much done for now, except for the credit screen and some other stuff. As soon as Ben is done with the Sprites for the last 2 levels I will continue and produce a new demo.
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Once again awesome work thunder.
I don’t want to critizice your work but the new added level looks wierd. here is a picture how it should look . i added a pic for the level selection screen too because it looks pretty pixeladed. but over al it is sure awesome.
VB
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I wasn’t sure how to place the sprites. It somehow loooked strange with the mountains on top of the fence. I placed the fence in front of the player to have a more challenging level. I can easily change that though. however, i like it better with fence infront of the player.
Very nice demo! I love Super Fish World! π
I also like the idea of the player being able to adjust the speed of the enemies in the final version of the game, to serve as different selectable difficulty levels. Perhaps 4 or 5 different speeds to choose from would be suitable.
Just had a go, great demo. This has got real potential.
As Ben said adjustable enemie speed would be nice. But other than that I think this is a winner. Well done you two.
VBmills wrote:
Just had a go, great demo. This has got real potential.As Ben said adjustable enemie speed would be nice. But other than that I think this is a winner. Well done you two.
Thanks, it is nice to see people like the demo after I have put countless hours into making it look as fluent as possible.
I will figure out the speed for all elements as soon as I build real levels.
thunderstruck wrote:
VBmills wrote:
Just had a go, great demo. This has got real potential.As Ben said adjustable enemie speed would be nice. But other than that I think this is a winner. Well done you two.
Thanks, it is nice to see people like the demo after I have put countless hours into making it look as fluent as possible.
I will figure out the speed for all elements as soon as I build real levels.
This looks awesome. Great work! Feel free to use the walrus as a character!
UncleTusker wrote:
This looks awesome. Great work! Feel free to use the walrus as a character!
Thanks, a Walrus would make a great enemy. I have to talk to my Artist.
The engine look very promising,the 2d graphics on those screenshots looks really good,keep up the good work you two!
Btw., did anyone experience glitches when it came to persisting the game scores? Like the score being 000 or 999 after switching the VB off and on?
I changed the way how I handle the SRAM slightly.
The next time I play it, I’ll deliberately try to turn the VB off and on to see if I can get a score glitch, but I never experienced any score glitches when playing it on my VB the last times.
Well, I tried my best to get a score glitch by turning my Virtual Boy off and on as fast as possible on several occasions, and I was unable to get a glitch, so if this was a problem that existed in an earlier version, it doesn’t seem to appear in the most recent demo released.
I was able, however, to produce a graphical glitch by turning the system off and on extremely fast. One of the rectangles in the top row of the “Thunder Engine” screen disappeared, and the upper right “DEMO” text on the Title Screen had changed to an image of a bubble. This only happened if I turned the system off and on as fast as I possibly could, which we all know shouldn’t be done anyway. π
Iv tried to get this to glitch with no success, which is good.
I havent tried turning the system on and off really fast though, to scared to do so.