123
-=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- (c) WidthPadding Industries 1987 0|208|0 -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=-
Socoder -> Blitz -> Scrolling tiles

Page : 1 2 Next 3
Prev
Thu, 29 Feb 2024, 03:43
spinal

Scrolling tiles


It's been a little while since I tried this and I seem to have it all backwards. I can't get my brain to go in the right direction.

2024/09/Game_01_fail (.zip)

I think its mostly the render function that's wrong, but it might be more. I'm sure this sort of thing was dead easy 20 years ago





-=-=-
Check out my excellent homepage!
Thu, 29 Feb 2024, 04:22
Pakz
Make a counter that counts up to or down the tile dimension. Then when that is on its edge. Do a tile index change.

I was recently also looking at the regular 2d 'camera' example code out there and 'stealing' that

Edit: regular camera systems have a x and y position of a camera. The map is then build from that. This by finding the map offset based on the camerax and cameray offset.

You just need to move the camera by movement speed. Or change to a whole different area by changing the camx and camy coords.
Sat, 02 Mar 2024, 16:25
spinal
Came back to it later.... I was thinking about it all wrong.





-=-=-
Check out my excellent homepage!
Sat, 02 Mar 2024, 16:37
Jayenkai
\O/yeay\o/
Tue, 05 Mar 2024, 03:26
spinal
OK, the next step was to use full screen and resized graphics rather than a stretched window because different platforms handle the stretching differently. I have found a decls snippet that can read the desktop width and height, I set the window to that, borderless and resize all of my sprites to the correct size when first running the program.

-=-=-
Check out my excellent homepage!
Tue, 05 Mar 2024, 03:35
cyangames
Congrats on fixing the issue
Tue, 05 Mar 2024, 05:42
spinal
I'm wondering if blitz3d games can get onto steam...

-=-=-
Check out my excellent homepage!
Tue, 05 Mar 2024, 06:11
Pakz
Simon Armstrong had a system or code for that iirc. I think it was discussed on syntaxbomb quite some time ago.

I think Simon Armstrong is now working on a new version of Skidmarks.
Tue, 05 Mar 2024, 06:27
Jayenkai
Yeah, I don't think Steam has any particular preference

therevillsgames has posted a number of BMax games. Not sure about 3D, but .. Yeah, I don't think there'd be an issue with that, right!?

Your main issue will be, if it's in a mainstream place where "normal" players play, you'll have to triple check all the stuff that we tend to forget about.
My mind keeps going back to when Team OUYA first told me I had to account for Overscan. .. Totally not something I'd ever have considered, but it's something that some players have to contend with, so it's something new that I had to account for.
I bet there's TONS of stuff like that, that I never even think about, that needs to be taken into account when making a mainstream title.

-=-=-
''Load, Next List!''
Tue, 05 Mar 2024, 06:32
Pakz
I think I remember one needing to use the "steam.dll" It is mandatory as far as I know.

Blitz can use dll's. But you need to configure this first.

Most steam games. As in 90% or so fail to make even a bit of money. Competition is hard out there.
Tue, 05 Mar 2024, 12:32
spinal
Before that though, I need my transparent menu to display in under 5 seconds....

|edit| Done, also added the bitmap font, which also resizes with the tiles.



I copied the image to an array (original size) , then when pause is hit, I copy the background to a second array (same size as the pause image), merge each pixel one at a time to a 3rd array (this one resized) then display and put the text over the top.
As this is only done once, there is no real hit to the fps, but it does take about 1/3 of a second to do.

The game now resizes on load to full screen, dividing to the closes integer to show 6 tiles high. The number of tiles wide is just whatever will fit, so different screen ratios should be ok (i think).

-=-=-
Check out my excellent homepage!
Fri, 08 Mar 2024, 01:58
Dan
Have you tried to use alpha blending ?
Something like this : Syntax Bomb code archive: 2d alpha blending for b3d

Edit: Just saw the code ... he is using an array as well.

But, i think that if you use the 3d graphic mode, then you can use polygons or other 3d objects and their alpha blending to create similar effects .
Fri, 08 Mar 2024, 02:24
spinal
Because my method involves upscaling by hand, using writepixelfast turns out to be slower (more loops), so my method is good enough for my use case.



-=-=-
Check out my excellent homepage!
Fri, 08 Mar 2024, 04:05
therevillsgames
For a Steam release you don’t need any DLLs, just your game files. If you want to interface with the steam platform features such as achievements then you need code to do that and that is where the steam.dll helps 😊
Fri, 08 Mar 2024, 04:13
spinal
Not sure what achievements would be useful, its just sokoban.

-=-=-
Check out my excellent homepage!
Fri, 08 Mar 2024, 04:24
cyangames
In terms of achievements I guess stuff like beat levels within a certain number of moves / target time?

-=-=-
Web / Game Dev, occasionally finishes off coding games also!
Sat, 09 Mar 2024, 13:31
therevillsgames
Yeah, complete X levels in the minimum moves. Complete a level in X minutes.

Complete a level without using the undo.

Collect X amount of the collectables.

Score based achievements.
Sat, 09 Mar 2024, 13:51
Jayenkai
Place random edible objects in some levels. Individual edibles that only show up in a single level. A banana in level 8, a Jammie Dodger in level 13, etc. then if the player eats one or two, give them the hungry achievement. If they eat 10, they get a snacker achievement. If they eat them all, the greedy achievement.

-=-=-
''Load, Next List!''
Sat, 09 Mar 2024, 14:46
spinal
Small update...




Needs level select and permission from Jay to use two of his tunes

-=-=-
Check out my excellent homepage!
Sat, 09 Mar 2024, 15:30
Jayenkai
ALChoons are always useable. Just, for your own sanity, try to avoid the Televised, Sonically, Pulpish and Memories Of albums, due to them being covers/reinterpretations.

-=-=-
''Load, Next List!''
Sat, 09 Mar 2024, 15:48
spinal
Mod_Blinky.xm and Mod_Splat.xm
Sun, 10 Mar 2024, 14:21
Jayenkai
It's 100% fine to be using those again
Mon, 11 Mar 2024, 17:13
spinal
My brain is a little broken, what am I missing here?



SCREENWIDTH is 1920 in this case, so SCREENWIDTH / pixelScale is 320

-=-=-
Check out my excellent homepage!
Mon, 11 Mar 2024, 23:47
Pakz
Is it a float? Those things still get me.

Maybe debuglog all these values and check that list.
Tue, 12 Mar 2024, 02:16
Jayenkai
Indeed, that's an odd one! Doesn't look like it should be a float issue, but as Pakz says, there's a vague possibility that it might be.


-=-=-
''Load, Next List!''
Tue, 12 Mar 2024, 11:21
Jayenkai
Have been working on JXMTracks as XM files exporter.. Hope that's useful for you.

-=-=-
''Load, Next List!''
Page : 1 2 Next 3
Prev