I’ve decided that since I have absolutely no experience whatsoever playing RPGs, that I am not a good candidate of programming one, so instead, I’m going to work on a fighting game (while I also have no experience playing a fighting game, I’d figure it’d be a lot easier programming one than an RPG.) So here’s my latest brainchild: Insect Combat. Right now, it’s just a warning screen and a title screen. The only two characters I’ve thought of so far are Gi-Ant and Behe-Moth. Any other punny names you guys can think of would also be appreciated.
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HorvatM wrote:
But VB games have apparently always had descriptive names. Perhaps this is because by knowing which games were available for the system, one could also tell which genres were available; a marketing decision.
Some people thought that Mario Clash wouldn’t be a Mario Bros. remake, but rather a whole different kind of Mario game though…
Trouble. I keep getting glitchy objects for less than a second right when it switches from GIANTCRAWLPART2 to GIANTCRAWLPART3 and switching from that to GIANTCRAWLPART4. What I want is for that to go away. How would I do that? Here’s the code for moving between BGMaps and CharSets for the animation I’m trying to do for Gi-Ant.
if ((fighter==1) && (animframe2==1)) fighterpos1x=0, fighterpos2y=0, fighterpos3y=0; if ((fighter==1) && (animframe2==2)) fighterpos1x=160, fighterpos2y=148, fighterpos3y=148; if ((fighter==1) && (animframe2==3)) fighterpos1x=0, fighterpos2y=0, fighterpos3y=0; if ((fighter==1) && (animframe2==4)) fighterpos1x=160, fighterpos2y=148, fighterpos3y=148; if ((fighter==1) && (animframe2==5)) fighterpos1x=0, fighterpos2y=0, fighterpos3y=0; if ((fighter==1) && (animframe2==6)) fighterpos1x=160, fighterpos2y=148, fighterpos3y=148; if ((fighter==1) && (animframe2==7)) fighterpos1x=0, fighterpos2y=0, fighterpos3y=0; if (animframe2==8) animframe2=1; if (animframe2<3) copymem((void*)CharSeg1, (void*)GIANTCRAWLPART1CHAR, 512*16); if (animframe2<3) copymem((void*)BGMap(1), (void*)GIANTCRAWLPART1MAP, 512*16); if ((animframe2>2) && (animframe2<5)) copymem((void*)CharSeg1, (void*)GIANTCRAWLPART2CHAR, 512*16); if ((animframe2>2) && (animframe2<5)) copymem((void*)BGMap(1), (void*)GIANTCRAWLPART2MAP, 512*16); if ((animframe2>4) && (animframe2<7)) copymem((void*)CharSeg1, (void*)GIANTCRAWLPART3CHAR, 512*16); if ((animframe2>4) && (animframe2<7)) copymem((void*)BGMap(1), (void*)GIANTCRAWLPART3MAP, 512*16); if (animframe2==7) copymem((void*)CharSeg1, (void*)GIANTCRAWLPART4CHAR, 256*16); if (animframe2==7) copymem((void*)BGMap(1), (void*)GIANTCRAWLPART4MAP, 256*16); vbSetWorld(22, WRLD_ON|1, fighterx2, 0, fightery, fighterpos1x, 0, 0, 160, 106); vbSetWorld(23, WRLD_ON|1, fighterx2, 0, fightery, 160, 0, fighterpos2y, 160, 106); vbSetWorld(24, WRLD_ON|1, fighterx, 0, fightery, 296, 0, fighterpos3y, 160, 106);
That’s because you’re loading new graphics while the screen is being redrawn. You need to sync it with the display. Here’s a thread about that.
I can’t seem to get it to work properly (the garbage won’t go away.) Perhaps you could put it into my code? The main fighting code starts at line 988.
OK, I figured out the problem. It was hard, though, and something I would never have in a million years known how to do, it was looking at the code for the etch-a-sketch game that made me make it better. By the way, I was fooling around with a new logo possibility, how does this look, or do you like the old one better?
IMO I think that the earlier Insecticide screen was better. however if I was going to make it multi shades of red I would draw a gradient through it, starting at low red and moving on to high red. Or maybe one color and a shadow behind it of another color it’s just what I think.
OK, I won’t change it then, but I would like to make it appear bigger on the screen, like the Nintendo logo in the opening of Nester’s Funky Bowling, how it becomes bigger. Is there a special way to do that, or is it an animation showing just a whole bunch of consecutive pictures showing the logo being drawn consecutively bigger? I’m confused…
There is a special way to do those kind of effects. It’s called affine transforms, and it’s among the most advanced things the VB can do. If you’d like to give it a try, read this. It has some code examples too. Prepare for some hard stuff, though 😉
Hi all, I just want to show you what I’ve done since the last time I updated the game. No matter what fighters you pick, you will get GI-Ant and nobody else. Gi-Ant can only walk around at this point, and the animation is not final, and neither is the background yet. And there is an Easter Egg credits scroll, but you’ll have to figure out how to see it on your own. I was just wondering if there’s a way to use the same characters only swapping the BGMap number, i.e. put Gi-Ant on #2 instead of #1 so I don’t have to make 16 different fighter graphics, one for each BGMap number. Also, is there a way to know how much memory I have left before I have to bump the game up to 1 MB?
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Hi, I need help again. My ROM size is 542K and so it won’t run on Mednafen any more. Is there something even more special I need to do to change the ROM size to 1MB or not? I’m asking because I changed the number in the batch file to 17, and I tried leaving it off, and it’s still compiles to 542K. Both were suggested in another topic I had going on a different game. What’s wrong?
:: ----- Pad ROM/add header ----- copy /b %1%2.VB /b + %1%2.hdr %1%2.VB /b /y > NUL padromvb.exe %1%2.VB 16 > :: the number 16 here. if exist %1%2.O del %1%2.O > NUL if exist %1%2.hdr del %1%2.hdr > NUL
Using an argument of 17 and leaving it off entirely should both work. Are you sure the padder is doing anything? Are there any error messages? Have you tried running it manually?
You could also try using DogP’s padder.
If that doesn’t work, disable the padding line altogether and attach the unpadded ROM.
- This reply was modified 13 years ago by RunnerPack.
This is the message I get. The error message has been there and has not caused any problems (the one about STOP’s definition). I’ve attached the unpadded rom (the 542k one) since I don’t know how to change make.bat to use DogP’s ROM padder.
Problem solved. I just updated the batch file in the wrong directory, that’s all.
I just got recently back into working on the game and am deciding whether or not to make the ant black. Here is what he’d look like:
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I am afraid I don’t understand GPLT any more. Why is it that my program completely ignores the fact that I set the ant to use GPLT1 and the rest to use GPLT0? Any changes I make to GPLT0 also changes the ant, which I said to use GPLT1 and NOT GPLT0. Why?
OK, I now know what was wrong. I wasn’t pressing the “OK” button in VIDE’s Advanced Map Editor. Everything is working OK now.
VirtualChris wrote:
I just got recently back into working on the game and am deciding whether or not to make the ant black. Here is what he’d look like:
The black ant seems to stick out more, and looks a little better.
Is there a way to make it so that a sprite can change BGMap sets without having to put it through VIDE again with the exact same picture and have it be the same only the BGMap set changed? The reason I’m asking is because I just thought of this, and if there isn’t, I might have to make there be just 6 insect fighters again.
I’m sure there’s a way to solve it, but I don’t quite follow what the problem is 😐
Can you explain it further?