Tobriand
Well-Known Member
A mario game'd also be good fun to play - just as long as it was a *good* one
It may be open source after awhile, but not up front anyway, as I need to make a few bucks hopefully to over some costs (though I never charge for stuff on gp32 of course). I might build a simple BASIC dialect to put in pseudocode for things it cna't do, in a platform independant manner.. we'll see. You can sak though.. its a work in progress. since I was building it with my work in mind, its oriented towards the things OI wanted to do.. if yo need new triggers or actions (and everyone does, it only has so many right now), just let me know in the zot-maker list..rcx21000 posted on Mar 23 2004 at 03:27 AM said:Will it be open source? Or at least could you "include" some compiled thigy that you've made in C? (for things that the engine can't do fast enough)
Some folks have been getting this.. not sure what the criterion is. Let me know your Windows version, video card type, and what bit depth you're running in.. ie: 16bpp, 24bpp, or 32bit video..rcx21000 posted on Mar 23 2004 at 03:48 AM said::huh:
The instruction at "0x00d135dd" refrenced memory at "0x62048308". The memory could not be "read"
Click OK to terminate the program
(then same thing with different addresses comes up again, then it terminates)
EDIT In stderr theres:
Fatal signal: Segmentation Fault (SDL Parachute Deployed)
And zotlog is too big to post here...
Audio is not yet supported, sorry.. later on.EvilDragon posted on Mar 23 2004 at 08:42 AM said:Is sound already supported?
I'm planning on porting good ol' Bubble Bobble with nice sound and graphics
Check 18.2 just posted.. I suspect that may fix you up.rcx21000 posted on Mar 23 2004 at 03:48 AM said::huh:
The instruction at "0x00d135dd" refrenced memory at "0x62048308". The memory could not be "read"
Click OK to terminate the program
(then same thing with different addresses comes up again, then it terminates)
EDIT In stderr theres:
Fatal signal: Segmentation Fault (SDL Parachute Deployed)
And zotlog is too big to post here...
No probskeezix posted on Mar 23 2004 at 02:57 PM said:Audio is not yet supported, sorry.. later on.EvilDragon posted on Mar 23 2004 at 08:42 AM said:Is sound already supported?
I'm planning on porting good ol' Bubble Bobble with nice sound and graphics
jeff
It was just a theory, I didn't actually plan on doing it, though it might not be bad to try doing a game on an isometric plane. At the same time I wonder, how much lag would it suffer if you attempted a Mega Man/Metal Slug clone with outrageously huge enemies? The playable characters alone would be larger than 16x16. Also, I was looking at your guide and seeing how you can make objects you can pass through and others you can't, is there a way that you can make them passable from just one side? (ex. a platform you can jump through from underneath)skeezix posted on Mar 23 2004 at 03:39 AM said:It isn't really designed to be a fighter, but its remotely possible.. it'd likely be slow since those need lots of hardware assistance.. (ie: IF each sprite is 20% of the screen, then a couple sprites takes up 40% of screen, so you end up rendering probaly 50% of the screen twice.. the underneath, plus the sprites... so you lose 50% of your framerate unless you're careful.)
You're welcome to take a stab at it, and bug me for mods to make it work.. but its not designed to be a fighter.
Why not use Beats of Rage for that?
To be precise.. Zot sprites are of arbitrary size, and the tiles are 16x16.. but it can "auto-tile" .. split up larger images into 16x16 internally to fit to the map. The reason 16x16 is used is that its a good managable size.. on all platforms 16x16 is small enough that you can use it for sneaky little hallways etc, and large enough to not be annoying to work with. ie: I tried also with 32x32 pixels, but the tiles were just way too big on GP32 etc. (ie: 320x240 screen; 32px is therefore 1/10th of screen, so 10 tiles across.. not a lot of visibility!)zamuel posted on Mar 23 2004 at 01:08 PM said:It was just a theory, I didn't actually plan on doing it, though it might not be bad to try doing a game on an isometric plane. At the same time I wonder, how much lag would it suffer if you attempted a Mega Man/Metal Slug clone with outrageously huge enemies? The playable characters alone would be larger than 16x16. Also, I was looking at your guide and seeing how you can make objects you can pass through and others you can't, is there a way that you can make them passable from just one side? (ex. a platform you can jump through from underneath)skeezix posted on Mar 23 2004 at 03:39 AM said:It isn't really designed to be a fighter, but its remotely possible.. it'd likely be slow since those need lots of hardware assistance.. (ie: IF each sprite is 20% of the screen, then a couple sprites takes up 40% of screen, so you end up rendering probaly 50% of the screen twice.. the underneath, plus the sprites... so you lose 50% of your framerate unless you're careful.)
You're welcome to take a stab at it, and bug me for mods to make it work.. but its not designed to be a fighter.
Why not use Beats of Rage for that?
And I'd suggest the ability to have more inputs than just 2. The GP32 has A+B+L+R+Start+Select=6.
I'll likely do a contest once we've got a couple of games put together, just to prove the engine actually is usefulbigSEXYc posted on Mar 23 2004 at 01:22 PM said:oooh this seems like a really cool project. maybe we can get a lil ZOt GP32 contest started here. If not a contest, maybe just to see ppls ideas come together.
if anybody needs some character designs id totally be glad to help, im hoping to help make zelda type game
i think that would be cool we can gather up a team right here. B)