@ foxblock
Right now I am shooting for 60FPS, but I am writing everything so that it can be played at 30FPS without noticing a difference. The engine will handle PNG with alpha and/or tranparent color key for sprites. 30 or 60 FPS without difference was decided upon because A - I don't know how netplay will slow it down and B - I don't know how fast it will move when finished regardless of platform and C - I wanted as many choices as possible. Max sprite sizes are *probably* 32x32. haven't exactly setteled on that yet. Everytime I settle on it, I think about the possibility of a big freakin' player that takes up a lot of the screen. That intrigues me.
I decided to go with a base resolution of 240 on the Y axis and pixel double from there. 240 works perfectly on Wiz and Caanoo (both of which I own) and double is the Pandora. I haven't found a way in GLBasic tha takes a specific resolution and resizes it to the screen. If you have seen one, let me know. Otherwise, I am doing pixel doubling in mem to resize the sprites and everything else on the screen so it runs at native resolution on whatever platform, as long as it's a multiple of 240.
I am literaly writing it so that you just have to uncomment the target platform line for your platform, or add in the line for the target platform and set all the specifics for it. This works well because it's easy to port to any platform GLBasic complies to (which is many), but it also makes things a bit (LOT) less optimized. There is a lot of math going on for the privledge of porting that easily. That's also why I'm going with the 30/60 FPS limit. Everything is caculated at the base resolution and then the graphics are scaled (pixel doubled, tripled, quadrupled, or more).
I'm totally open to whatever characters you want to put in!
That's why I am going with the make your own team thing. Pandora is open and so will be Pandora League Dodgeball! I think I am going to make it a team versus single characters, though. That doesn't mean you can't modify the source to make things happen.
I will include the source in the PND, the Wiz, Caanoo, Windows, and Linux versions (which technically should be the same code) and just readily available. Those are the only versions I plan to compile for, though. It should be trivial to hack in controls and compile for other platforms. I am commenting in my code to the point where "real" coders would probably get upset. LOL! I have looked through other people's code before and got upset that I spent hours decoding their variable names just to realize they did something simple. I want to make things as straight forward as possible for novice or advanced coders.
At the beginning of every type and function there is a description of what it does.
Above or to the side of every line of code there is a description of what it does or why it's there.
EVERY variable is PAINFULLY descriptiive. I am getting tired of typing in those names. LOL!
I chose GLBasic for this project because I have been programming in one basic or another for the last 30 years. Next time I'll probalby choose to learn C++ because I see the limitations now (mainly resolutions). This is the first game I have programmed with real graphics in real time. I programmed some B.S. ASCII games on a x286 (or something similar) in line basic and saved on a bernuelli drive when I child, but I want this to be really good. It seems like I am getting very good results very quickly in this format.
If you haven't played any dodgeball games, I suggest Super Dodgeball on the NES. That's the basis for this game because it's a favorite of mine. It's so simple, and yet painfully brutal. I hope I can do it justice AND one up it. As I add options, I see why they kept the original so simple. There is a LOT more going on with mine than there is with the original. That leads to a lot more problems that I haven't completely solved yet. I bought two Pandoras originally. One pre-order upgraded to premium then another premium (for the purpose of writing this as a net game and testing). I just got a 512 meg German so I am sending one 256 meg to my brother. Hopefully I will be able to play him at my own game soon. WAH HA HA!!!
Dude, finish up WANDOR!!!! I've wanted to play that for what seems like years now.