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Post by nemezes on Oct 20, 2018 8:56:05 GMT -5
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Post by nemezes on Oct 1, 2018 10:50:56 GMT -5
Did you compile your code before? First: compile the code. Then, open the emulator and you have to open the file basic.bin from BasiEgaXorz folder. I hope it helps you.
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Post by nemezes on Sept 22, 2018 10:26:54 GMT -5
There is an update at kung fu ufo's indiegogo.. apparently everybody who help them will get a steam key for PC (and/or MAC) copy of the game. So, I presume that for $10 people will get a steam copy.
"Important update:
We have great news to all of you people. We received some help recently and now we are able to add the Steam port for PC and Mac to our original goal.
That means that all of our backers will receive a steam Key for Kung-Fu UFO on top of the other rewards once the game releases on this platform.
Now people can get a copy of our game for $10. We believe that this adds a lot of value to all of our perks and it will motivate more backers to support our project.
That also allows us to lower our stretch goals as well."
More info:
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Post by nemezes on Sept 9, 2018 13:47:05 GMT -5
Code of a game with big map (160 tiles width = 1280 pixels width). There are codes for BEX and SecondBASIC. BEX has more enviroments: fake ramp and platformer. have fun! DOWNLOAD link of zip file with all game files at video description. preview video of SecondBASIC code:
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Post by nemezes on Aug 19, 2018 12:16:46 GMT -5
here is an example of big map with no problem. I use the same source code I posted here, but added a vertical bar at window plane to hide the problem when changing the map. the vertical bar can be used as a HUD, to place life, lives, level number, score, high score etc. there are ten sprites that I managed a way to show them on each map, they are called boxes (caixas in portuguese). source code attached. Golden UI made by Buch: opengameart.org/content/golden-uismall preview: Attachment there is a file for the template that works with Second Basic. Plane A is the HUD. Plane B is the background. Still dont know how to port the code from BEX to SBS that show the sprites in the correct way. Attachments:SBS plataforma.zip (32.23 KB)
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Post by nemezes on Jul 2, 2018 22:00:40 GMT -5
the full code on BEX from the game 2 cyclops is avaible on a link at description of the video: www.youtube.com/watch?v=T1Nr0RAuKzMthere are two BEX files, one to compile the game with sound (should use the XGM driver) and other to compile the game with no sound. have fun.
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Post by nemezes on Jun 28, 2018 6:48:50 GMT -5
And heres a binary to show it working... wow! really nice platformer example.
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Post by nemezes on Jun 27, 2018 15:17:30 GMT -5
really nice example..
when you test the game on real hardware (real mega drive), maybe you will get a glitch.
I suppose it is because of this code below.
WINDOWPROP LEFT,UP,8,0
setgfxplane window the glitch is a problem on the background. I got this problem.
one way to solve it, is not using the window plane, instead draw a bar on the left using scroll_A then draw the background using scroll_B.
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Post by nemezes on Jun 27, 2018 6:57:52 GMT -5
here is an example of big map with no problem. I use the same source code I posted here, but added a vertical bar at window plane to hide the problem when changing the map. the vertical bar can be used as a HUD, to place life, lives, level number, score, high score etc. there are ten sprites that I managed a way to show them on each map, they are called boxes (caixas in portuguese). source code attached. bad news: I got a glitch on the right side of the hud when testing on real hardware (real mega drive). Maybe it is the use of the window plane that glitches. I will test a way to fix it, changing the window plane to plane A, and the background to plane B..
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Post by nemezes on Jun 20, 2018 15:41:44 GMT -5
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Post by nemezes on Jun 19, 2018 5:54:35 GMT -5
second basic has this ascii table. look on top of second basic for 'tools -> ascii table', then click it.
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Post by nemezes on Jun 16, 2018 12:41:26 GMT -5
here is an example of big map with no problem. I use the same source code I posted here, but added a vertical bar at window plane to hide the problem when changing the map. the vertical bar can be used as a HUD, to place life, lives, level number, score, high score etc. there are ten sprites that I managed a way to show them on each map, they are called boxes (caixas in portuguese). source code attached. Golden UI made by Buch: opengameart.org/content/golden-uismall preview: Attachments:big_map_v7C.zip (11.89 KB)
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Post by nemezes on May 3, 2018 10:13:34 GMT -5
two cyclops: a run-jump-avoid the obstacles game.
it has 9 levels and you can play with 1 or 2 players.
you can download the rom at the description of the video (it is a google drive link - TwoCyclops-v19-2018.bin).
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Post by nemezes on Apr 10, 2018 6:00:24 GMT -5
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Post by nemezes on Mar 31, 2018 20:07:44 GMT -5
Even on the game, like street fighter, is it better to use drawtilesync than sprites? For the players characters
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