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Post by Deleted on May 13, 2015 11:24:17 GMT -5
Hey all! I've posted this on other forums, and figured since I'm using BEX, I thought I would share this project with the rest of you as well Handy Harvy is inspired by Fix it Felix Jr., but is also going to be different than Felix. The style of game play will be similar, as you still have to repair the windows and climb the building, but it's no longer a jump to a window and fix, but more platformer style of controls. Here's the proof of concept video: www.youtube.com/watch?v=_HBr7DR6G5kHere's the 2 player test: www.youtube.com/watch?v=FqiuJ0uodZU&feature=youtu.beAnd here's the latest video with the final layout of the playing field and HUD location (the HUD will be much bigger, the one here is just a temporary place holder): youtu.be/j8xUpsfezBUThe videos show less and less currently as I've had to redo some code to accommodate for some features and the map, and the 2 player code was pretty sloppy (just wanted to get an idea on what would be needed, so that's going to get redone). Anyway, I'm really excited about this game, and I hope you all are as well!
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Post by vetea on May 13, 2015 11:29:23 GMT -5
Hey !! I've seen your work on Segaage, great work ! I like the bike and the vertical scroll ( nice challenge with bex ) Keep up the good work !!
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Post by Deleted on May 13, 2015 11:46:31 GMT -5
Thanks! I'll be more diligent with updates like you have been with Papi Commando The scroll mode I'm using is hscroll_overall, vscroll_2cell if you were wondering. The only downfall with this scroll mode is scrolling vertically scrolls both plane a and b at the same time, so it does impose some limitations/unique challenges to work around but nothing overly difficult. Anyway, I'm always looking for feedback, so if you see something funny looking or doesn't make all that much sense, please let me know
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Post by gasega68k on May 13, 2015 17:29:13 GMT -5
Elusive: Hey, you're Dra600n on sega-16? because I have seen this in sega-16 by Dra600n. About 2cell-VScroll, actually it works separately for each plane, like this: 1st word plane a 2nd word plane b 3rd word plane a 4th word plane b ... until you complete the 20 word of each plane.
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Post by Deleted on May 13, 2015 18:46:09 GMT -5
Elusive: Hey, you're Dra600n on sega-16? because I have seen this in sega-16 by Dra600n. About 2cell-VScroll, actually it works separately for each plane, like this: 1st word plane a 2nd word plane b 3rd word plane a 4th word plane b ... until you complete the 20 word of each plane. I think it's a limitation with BEX or part of its scroll command (it's in the manual, anyway), but that's okay since I need to scroll both planes anyway And yup! On non-programming forums I go by dra600n most of the time
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Post by Tamkis on May 13, 2015 21:40:43 GMT -5
I saw the news of the new game on your new website. Looks cool so far, and am looking forward to the other new projects!
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Post by Deleted on May 17, 2015 8:37:56 GMT -5
I saw the news of the new game on your new website. Looks cool so far, and am looking forward to the other new projects! Thanks! I'm really excited about Harvy and Project KO. Unfortunately, the graphics for Project KO are a little more complex and are taking quite some time to finish them. I did go to MrMark and BeaglePuss's gym 2 weekends ago to take pictures and video of their training class to get some ideas and moves for Project KO. If you're not familiar with those 2 people, they're one of the biggest prototype collectors in the retro communities and have done many repro releases of unreleased titles. Anyway, I have an update! Posted a little update last night on the Facebook page and Twitter feed: www.youtube.com/watch?v=EbLdLonAIAgThe beginnings of the HUD! As you can see, a column of the HUD is cut off by the building. Normally, this wouldn't be an issue, but since I'm using a specific scroll mode, BEX scrolls both planes at once, which means the HUD can't overlap the building since the building will scroll. This could be alleviated through ASM (learned this out on these forums from gasega68k), but I'm not that good with ASM yet. I also put in the trash bins/boxes at the bottom of the building so Harvy and Gary no longer float in the air and can still fix the lower windows on the bottom floors. Cheers!
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Post by Deleted on May 27, 2015 16:12:48 GMT -5
Phew, the weekend has passed, and while I'm a day or 2 late, I have an update Firstly, the graphic artist redrew the HUD, so what you see here is the final design. When it's single player, Gary's portion of the HUD will be greyed out. Second, Leah's sprites have a minor addition - her hairband is now that of a Narwhal horn (she works at the Narwhal Cafe in town ). Third, Jerrod's AI has begun! While this is still an early build of the intro to the first stage, you should get a sense of what's to come! And lastly, we have music! A big shout-out to Stef for his fantastic XGM sound driver! The delay was due to me going through the proof of concept code and started optimizing it and really building the engine. The code before this was so sloppy and redundant (aside from the map scrolling portion as that was the first thing I did). And now a video: www.youtube.com/watch?v=c1gcfEn0NnwI hope you enjoy the update!
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Post by vetea on May 28, 2015 11:58:28 GMT -5
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Post by Deleted on May 28, 2015 21:22:33 GMT -5
Thanks for sharing! That's really awesome -- While not a huge update, here's a new video: www.youtube.com/watch?v=Hf83FA12xhA&feature=youtu.be(you'll get sick of these soon, if you aren't already ) Jerrod now throws all the bombs at once and on both sides of the building, the bombs explode, and the windows "shatter" (frames for that are being worked on now ) Cheers!
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Post by Deleted on May 30, 2015 13:23:13 GMT -5
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Post by Deleted on Jun 6, 2015 7:18:59 GMT -5
With last weeks update, I decided to write a blog about the milestone and the algorithm: www.second-dimension.com/blog/I know some of the math might be wrong, at least the initial equation, but it helped me find what I needed Cheers!
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Post by Deleted on Jun 8, 2016 7:21:49 GMT -5
Hey everyone, it's been a while since I posted an update (SecondBASIC took all of my time, but it was a necessary project). I've redone Rusty's AI, and I think it works out better than the previous algorithm. In the last 2 weeks, I've finished up the title screen, intro cut scene, and the Awards screen. Here's a video of the awards screen: youtu.be/Wzk4kOHWfXAI have the SRAM functions working, so the unlocked awards you see in the video are loaded up via SRAM. I'm going to get the rest of the core engine finished next, and then start tying all of the pieces together. I also have the box art being worked on now (and it's coming out fantastic), so I'm hopefully going to be finished by mid July with an August release. Of course, things never work out as planned, so it may become a fall release. I hope you're all as excited for this project as I am!
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Post by vetea on Jun 8, 2016 15:40:25 GMT -5
Great news Elusive ! This Summer will be a great deal for SD ... And your Awards Screen is very nice, good job. If you want some Beta tester for, I'm here.
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Post by Deleted on Jun 8, 2016 15:56:24 GMT -5
Thank you vetea! I'll definitely send it to you to test it out and you can tell me what I need to fix this time lol
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