Release Hurrican sourcecode released!


cool, looking forward to a release :)


about the memory issue ... thought of using a texture atlas instead of resizing all textures to it's next pot?


this might involve some more work (but you did a lot already!) but it could be worth the effort ...


you could try this ... http://www.texturepacker.com/ ... it creates a texture atlas with an accompanying file describing where each file was stored...
 
I thinking of saving this for the rebirth compo >=)


Yeah combining textures would make sense to maximize the memory usage, getting it to work in the source would be a good amount of work. The sprite class is treated a one image per sprite, so i dont think it would be easy.
 
pickle -- if it uses a sprite class, might be easy? at least its in one place.


Use a static member to point to the simngle image, and then store the offset x/y/w/h to each image, and then do all the magic in there. Probably tedious, but not too hard.


But if you can get it to work without that, skip :)


Video? :)


jeff
 
I dont know im willing to go there yet, not all textures are being shrunk, its only being applied to images > 1024. Another option could be pvr compression formats, although the textures need to be modified again.


I would really prefer not to have to modify any of the textures.


Really the game does not look bad even with backgrounds being shrunk. Im also using nearest for filtering. I bet if i changed to linear for the shrunk textures they may look closer like the originals.


Ill try and make a video this week.
 
Hey guys,


I am the creator of Hurrican (and also of that nasty source code that some of you play around with).


First of all, its great to see someone porting the game! There have been many people in the past who emailed me and asked for the source to make a port. After they got the source, I did not hear much of them again.


If I knew that there are so many talented people out there, I would have released the code much earlier!


@pickle:


Wow, you already did an amazing job! If you need any assistance on the port, feel free to contact me! It's been years since I looked into the code, but I might still recall some things.


I am really looking forward to playing the game on the pandora. In fact, this is finally the time to get my hands on one :)
 
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I am the creator of Hurrican (and also of that nasty source code that some of you play around with).

Hey, welcome, great to see you here :D


I am one of the creators of the Pandora (I'm from Germany myself :D ), and as I grew up with the Amiga, I was hoping to get Hurrican or T2002 sometime on the Pandora :)


I originally planned to make a nice video of the port and send an eMail to you, as I didn't think you knew about the Pandora :D


Guess that plan didn't work out ;)


Hurrican on-the-go will be awesome. Thanks again for that great game AND the sourcecode release :D


BTW: As you're coding commercial indie-titles as well: You are welcome to release commercial titles on the Pandora as well.


You can do so on http://repo.openpandora.org.


The difference to iOS and Android: Less users (though looking at how bad some good games sell due to the massive amount of apps released on these platforms, sales might even be higher for some good games), but you get the FULL amount of money (well, except for the PayPal fees).


So depending on how much work it is to port your games to the Pandora, it might be interesting to you :)
 
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This looks like a really great game - beautiful graphics from the screenshots. I'll hold of trying out the PC version though, so it's a nice suprise for when the Pandora port is complete.


Nice one Pickle!
 
Hey guys,


I am the creator of Hurrican (and also of that nasty source code that some of you play around with).


First of all, its great to see someone porting the game! There have been many people in the past who emailed me and asked for the source to make a port. After they got the source, I did not hear much of them again.


If I knew that there are so many talented people out there, I would have released the code much earlier!


@pickle:


Wow, you already did an amazing job! If you need any assistance on the port, feel free to contact me! It's been years since I looked into the code, but I might still recall some things.


I am really looking forward to playing the game on the pandora. In fact, this is finally the time to get my hands on one :)

Welcome Eiswuxe, good to see you here. Thanks for releasing the source :) There a very many talented programmers that have become involved with the GPH devices and Pandora hardware. I think you will find yourself at home here or on gp32x boards.


I think the port is mostly done, the base code seems very stable and I have havnt had to mess with many things other than my replacement bits. The only real issue that differs from the original game is the need to shrink some of the textures in half. Right now im only shrinking any texture that either width or height is >= 1024 pixels.


There are couple of minor things i havnt replaced, i.e screenshot, player2 sprite recoloring.
 
How the hell did you manage to do this so quickly? Are you unemployed or something?
 
I posted a comment on the blog post and on the official hurrican forums (well at least i tried but it ended up in some sub forum)


@BlueProtoman : like mcobit said im just awesome :rolleyes: Truth is I have already worked on converting a directx game, which was more complex than this (full 3d, but the game itself wasnt really finished so i never released it), but it gave me most of the replacement bits i needed for hurrican. I did have to compare fmod to sdlmixer calls, so that was new.
 
Ive been using the pandora build a little bit the last couple days and it shown a problem that wasnt occurring on the desktop. After a test with the desktop im pretty sure I know the cause. The problem is that the players character can fall through platforms and into parts of the level. Looking through the code a bit drawing and logic are combined. The logic is kept in line by multiplying the operation by sync value. So say the time logic determines based on the time it took in the last frame I need to move 3 logical moves. The issue I believe is these movements are combined and done in one time. So if your loop time is very large the logic code ends up trying to compensate with large moves. Which means the sprites can move through objects.


I was able to duplicate it by adding a large delay in the PC build lowering the frame rate, and instantly my guy started falling through.


I think so far the logic is separate enough from the drawing that a better timing system (or at least the one i have in mind) could be added, but it may take some time.
 
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