Original Post

Hey everyone! We are conducting a poll to find out which project the Virtual Boy community would like Jorge and me to focus on in the coming months. You all are welcome to vote! Don’t worry, you don’t need to pledge to the campaign to do so, although a Patreon account is required. Sorry for that, not our fault. 😉

Alternatively, leave a comment in this thread. Your input will be very much appreciated, thanks!

https://www.patreon.com/posts/what-should-we-23250747

20 Replies

Hi,
You can not vote on Patreon or comment without an account. Just FYI.

Cheers!

I am super interested in seeing a Point N Click adventure game like Ambrosines Monster Manor. It’s what I’ve wanted since the first time I played a Virtual Boy.

Hey,

if you end up making a tutorial series I would love to help. I had this idea of recording a stream in which I try to get something to work with your engine for a while.

Cheers

Hey,

if you end up making a tutorial series I would love to help. I had this idea of recording a stream in which I try to get something to work with your engine for a while.

Cheers

Looking at the votes so far, we’ll definitely have to create these tutorials next year. We’re pleasantly surprised to see that so many people are interested in learning how the engine works!

Good idea to collaborate on this somehow, let’s talk on Discord when you’re around!

I am super interested in seeing a Point N Click adventure game like Ambrosines Monster Manor. It’s what I’ve wanted since the first time I played a Virtual Boy.

You’re the only one so far to request a graphics adventure game, so it doesn’t look like this will make it onto the TODO list for next year. But on the other hand, an engine for this type of game should be fairly easy to build. Might be something to consider as the “simple sample game” we want to build in our upcoming tutorial series.

The graphics in Monster Manor look like they were rendered from scenes built in a 3D modeling program? I wonder if it would be possible to get the original files from the developers and do stereoscopic renderings…

Were the Vuengine tutorials mentioned in this thread ever made?

opsakura59 wrote:
Were the Vuengine tutorials mentioned in this thread ever made?

We are currently working non stop on Formula V to create a high as possible quality “final”/public demo that reaches the level of polish of an official game before going back to concentrate on the tool chain. We need to get VUEngine Studio (VES) to a releasable state first before it makes sense to create any tutorials (we spent like a third or half of the past year and we’re still not quite there, but thinking about releasing at least a preview). Anyway, if you want to already start messing around with the engine, we can give you access to the tools and give you instructions here or through Discord about how to setup everything.

I’ve been tinkering around with gccvb and was just starting out with the Vuengine release packed in with VBDE. That’s why I was curious about the tutorials.
What’s different in VES? I might be interested to try it out.

opsakura59 wrote:
I’ve been tinkering around with gccvb and was just starting out with the Vuengine release packed in with VBDE. That’s why I was curious about the tutorials.
What’s different in VES? I might be interested to try it out.

If I’m not wrong, the last release of VBDE dates back to 2018. That means that the VUEngine is a LOT different by now. Although I don’t have a detailed list of new features, the following should make it worthwhile to try, specially inside VES:

1) Full sound support
2) Lots of fixes to the engine itself
3) Lots of fixes to the preprocessor
4) Lots of performance improvements
5) Much better compilation times if you use VES in Linux or OS X, and I think that even in Windows they are a step up from VBDE.

One possible caveat is that the Platformer Demo is lagging behind by a couple of months now with respect to the engine since a lot of our efforts have be focused on Formula V. But it should be possible to bring it up to date without much hassle if you are interested into messing around with that demo.

On top of that, and it is a matter of taste of course, just being able to use VSC instead of IDEA would steer my decision (but I always hated IDEA 😛 ).

Sounds very interesting! I would be interested to try. Sent you a PM.

Hello,

I am new here, though i have been checking the site for awhile. This may be a little off, but i thought of an idea for a new vb game. The premise would be similar to “Cliff Diving”, an augmented reality PS Vita game. However, it would contain Nintendo only characters and would be called Mario Diving. I doubt this would be possible due to nintendos’ strict IP policy, but maybe swapping mario for VB characters like NESTER, and Jack Bro’s–etc. Also, anyone remember World Games for the nes, the cliff diving part? I remember purposely diving head first into rocks for laughs. Also a rpg game similar in the vein of; Megatraveller 1: Zhodani Conspiracy. Thanks

KR155E and Jorgeche, If you were willing, I’d benefit from a “nerdy nights” style programming tutorial. I started out trying to use the VBDE, but only got to the point of changing some graphics in the platform demo, and creating my own slide reels per Stereoboy’s instructions. I don’t know C. I remember seeing the word “this” many times and reading that it is a pointer. I understand pointers in PLC programming, and now assembly. I started learning C through a book, but then really wanted to just jump into programming something – Nerdy Nights for NES is perfect IMO for that system. Because of many hours spent with that and on my own, I have a title screen that plays music and stars twinkle. When you press start it takes you to another screen. But that screen is a wall and there is no “game” working yet. But in just doing this I have experience with the music engine, and have learned about what goes on under the hood on the NES.

A fear I have is that using a higher level language with the VBDE is that things might be going on behind the scenes that could prevent me from learning things I should know about the hardware. For example in Assembly for NES, I have to be aware of certain interrupts, when I can update the PPU, how much data to send and to what places to command certain actions. In a higher level language, you might not need to understand some of these things, but then when you hit a wall, you wouldn’t know about them. Just my inexperienced thoughts. I am grateful with anything you update/come out with. It’s really nice of you to provide what you already have. I’m only programming NES because with Nerdy Nights it was easier to start with (for me). My main goal is to come out with a game for the VB.

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Hey mips5000!

It is always nice to hear that someone is interested in using our tools. 🙂

Regarding VUEngine and VBDE, I would recommend you to try to use our new extension for Visual Studio Code, it is not officially released yet, but we can send it to you and help you through the process of getting it to work. The benefit will be that you will have access to the engine’s latest version (which has tons of improvements compared to the version that is bundled with VBDE) and you will be able to use a syntax closer to C++ than the convoluted macros that we implemented to support object oriented features.

Join the PlanetVB’s discord channel, it will be way easier and faster to help you through there, both to setup the extension for VSC and to easy your way around the engine.

Regarding your concern about higher level vs low level, I guess it is debatable and will depend on your ultimate objectives. Personally, I prefer to being able to concentrate on getting the game logic to work and only then go to the low level stuff to do something fancy or to optimize some algorithm. In any case, the engine’s code is fully open, so you can always get to the bottom of of how it manages the hardware. And since the whole engine supports polymorphism, you can always override any method that doesn’t fit your needs. Things like VIP interrupts and such are already covered, but you can still rewrite them if you are so inclined. And getting the most of the engine’s features will necessarily involve understanding part of the underlying hardware for things like animations, so, you won’t be skipping everything by using the engine.

Regards,
jorgeche

Thanks Jorgeche, I’m interested in the tools you’ve made, and thanks for making them. And for offering the help. I’ve met a few very helpful members over at NESDEV. Once I get a little further on my NES game I plan on either re-creating it, or creating a new game on the VB. Hopefully some of what I’ve learned about the NES architecture will translate over. The last month or more I’ve been facing the programmers worst enemy, which is getting too busy at work and coming home too mentally exhausted to do anything. Hopefully I’ll see you over on the discord soon.

I would realy like to see a Alleywey or Arkanoid Clone on the Virtual Boy with nice deep 3d Backround 🙂
Yes also a Jump and Run Adventure would be realy nice but i think thats to much work, also i think the VB is a great Console for games you dont have to play several hours in a row. Like Formula V seems to be a racer that makes fun for many hours but also you can play it only for 15mins only to makw a few races and have a little fun.
The genere for me is not that important but games that you can play only short time and makes fun and also makes fun to play it 1 or 2 hours in a row. Thats what i think is best for the VB 🙂 anyway wich genere.
I think with Formula V (i only know the Demo) you show us that you can do this 🙂 because Formula V semms to be a game that makes also great fun when you play it only short time as also when you play it 1 or 2 horus in a row 🙂

Games like that would be great. If it should not be a big projekt like Formula V next time then also only a game (who i think makes not that big Work) like an uprated Alleywey could be a nice to have 🙂

What happened to that sweet-looking Micro Machines-esque F-Zero racer? I would absolutely love to play that 😀

I believe you’re talking about Formula V? It’s still being developed. They’ve recently released their 8th demo of the game on patreon. For updates on the game you can join the PVB discord and/or follow them on Twitter.

Hi. A bit off topic but, I follow the forums here and just spent time looking at the work the VUEngine has been doing. Really cool stuff.

Have you guys ever considered approaching a group like Limited Run Games (limitedrungames.com) to help distribute releases? I got some Star War N64 releases from them and was very impressed with the final product. I know VB is certainly niche but I think it would help your work reach a larger audience that would probably help grow the VB community and help make you all so more money. Just a thought.

I always thought Cave Story would be a great fit for the system. Game is open source as well and would be a neat port.

SMVB64 wrote:
I always thought Cave Story would be a great fit for the system. Game is open source as well and would be a neat port.

…and has a 3D version (that didn’t turn out great) so I would Looooove a 3D pixel-art Cave Story, same formula worked so well for WarioLand, which I think is the main system seller.

Dude can’t help you there too many Irons in the fire. However L_E_T if you or you know people that want to learn 3d pixel art I will personally tutor you or any one who is’nt female for free. And Dude the Pathway to 3d pixel art Lies in the Pixel art program ProMotion NG even though I make no kind of kickback for thoes that I get to use the program I will tell you the 3d stereo optic tools for ProMotion NG are awesome, I should know I and created them!

 

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