Side Scroller Concept, Looking For Feedback


therealadmin

Member
Joined
Dec 9, 2006
Messages
137
Just an old idea of mine I kinda ported over the code just enough to get the basics working. Please gimme some feedback, I'd really like to know what you think. :p

Without mmuhack.

With mmuhack.


Edit: Added Screenshots
Screen0.jpg
Screen1.jpg
Screen2.jpg

Screen3.jpg
Screen4.jpg
 
rokdcasbah said:
haven't downloaded yet but it looks cool. i hope you keep going with it.
Thanks rokdcasbah.

Umm, was wondering if anyone has tryed to download yet, had sort of a flashback and couldn't remember if i set the frame rate back from 5 or not. Would test the gpe myself but it appears as though my batteries are dead in my 2X right when I need them the most. <_<
 
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therealadmin said:
rokdcasbah said:
haven't downloaded yet but it looks cool. i hope you keep going with it.
Thanks rokdcasbah.

Umm, was wondering if anyone has tryed to download yet, had sort of a flashback and couldn't remember if i set the frame rate back from 5 or not. Would test the gpe myself but it appears as though my batteries are dead in my 2X right when I need them the most. <_<

It looks awesome (no working GP2X here.)

Keep it up, I like the look very much.
 
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Feels fast and fluid, a great start. I think you should lower the gravity a little, it's difficult to make jumping bolts, unless of course you're going for a different feel than what I'm used to in most platformers.

I also like the graphics, they remind of an enhanced, cartoonier Shadow Knight :) I look forward to where you'll take this!
 
Thanks Alex, I thought the same thing about the gravity. What I'd really like to do is implement realistic gravity that gets faster the farther you fall, but I've just been using this for now.

Thanks for the opinions everyone, I think I might have to put this one in the "seriously, finish the damn thing" category. :D

Edit: Oh, and I take it the game wasn't still compiled for 5 fps?

Also I'm open for any suggestions like powerups,etc... In the original code I only have extra lives and super jump. Plus I have a working hud in game but i don't know how much I like it, would be open for suggestions on this too.
 
Hi,
Alex. said:
Feels fast and fluid, a great start. I think you should lower the gravity a little, it's difficult to make jumping bolts, unless of course you're going for a different feel than what I'm used to in most platformers.
+1 :)

I noticed that the game freezes every now and then for a short time on my GP2X (F-200 with FW 4.0.0), is it normal ?

Keep up the good work ! Bye, Magic Sam
 
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Magic Sam said:
Hi,

+1 :)

I noticed that the game freezes every now and then for a short time on my GP2X (F-200 with FW 4.0.0), is it normal ?

Keep up the good work ! Bye, Magic Sam
Thanks Magic Sam

Unfortunately I only have an F-100, so I will have no clue what it runs like on the F-200. :( But hopefully as long as I can get a descriptions like this I might be able to track down the bugs that aren't affecting the F-100. Plus I did port this rough draft over in a day, so I'm sure it needs some fixin'. Once again thanks for the comments everyone. :D
 
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therealadmin said:
Thanks Magic Sam
You're welcome :)
QUOTE

Unfortunately I only have an F-100, so I will have no clue what it runs like on the F-200. :( But hopefully as long as I can get a descriptions like this I might be able to track down the bugs that aren't affecting the F-100. Plus I did port this rough draft over in a day, so I'm sure it needs some fixin'. Once again thanks for the comments everyone. :D


The freezes seem to happen quite randomly. When they happen they are only 2. The first one is about 1 second long, and the second one is slightly longer. After that everything works fine. Maybe it's only read/write errors from my SD card, who knows ?

I made an output of your game running on my F-200, I hope it will help in the debugging process :)
Bye, Magic Sam
CODE

MMU hack failed
Got /dev/mem at 0x9
Got blitter at: 0x422c2000
BackBuffer is 0x422e9000 (virtual)
get pid
read link
exepath via /proc/ = /tmp/mnt/sd/game/Homebrew/GP2X Test/GP2X.gpe
chdir("/tmp/mnt/sd/game/Homebrew/GP2X Test") = 1
fopen("smalfont.bmp", "rb") failed.
GetNoCaseName4Input - bailing out
can't open(3):
Init OK
Loadbmp
Shoeboxing
fopen("loading.bmp", "rb") failed.
GetNoCaseName4Input - bailing out
fopen("/mnt/sd/sbxGJLoading.bmp", "rb") failed.
internal error: relative pathname and non-matching case sensitivity
GetNoCaseName4Input - bailing out
ok, write mode - simply fopen now (1)
OK?
fopen("playerleft.bmp", "rb") failed.
GetNoCaseName4Input - bailing out
fopen("/mnt/sd/sbxRVplayerleft.bmp", "rb") failed.
internal error: relative pathname and non-matching case sensitivity
GetNoCaseName4Input - bailing out
ok, write mode - simply fopen now (1)
fopen("playerright.bmp", "rb") failed.
GetNoCaseName4Input - bailing out
fopen("/mnt/sd/sbxQHplayerright.bmp", "rb") failed.
internal error: relative pathname and non-matching case sensitivity
GetNoCaseName4Input - bailing out
ok, write mode - simply fopen now (1)
fopen("playerguide.bmp", "rb") failed.
GetNoCaseName4Input - bailing out
fopen("/mnt/sd/sbxXQplayerguide.bmp", "rb") failed.
internal error: relative pathname and non-matching case sensitivity
GetNoCaseName4Input - bailing out
ok, write mode - simply fopen now (1)
fopen("level11.bmp", "rb") failed.
GetNoCaseName4Input - bailing out
fopen("/mnt/sd/sbxOXlevel11.bmp", "rb") failed.
internal error: relative pathname and non-matching case sensitivity
GetNoCaseName4Input - bailing out
ok, write mode - simply fopen now (1)
fopen("level12.bmp", "rb") failed.
GetNoCaseName4Input - bailing out
fopen("/mnt/sd/sbxLWlevel12.bmp", "rb") failed.
internal error: relative pathname and non-matching case sensitivity
GetNoCaseName4Input - bailing out
ok, write mode - simply fopen now (1)
fopen("level13.bmp", "rb") failed.
GetNoCaseName4Input - bailing out
fopen("/mnt/sd/sbxHPlevel13.bmp", "rb") failed.
internal error: relative pathname and non-matching case sensitivity
GetNoCaseName4Input - bailing out
ok, write mode - simply fopen now (1)
fopen("level14.bmp", "rb") failed.
GetNoCaseName4Input - bailing out
fopen("/mnt/sd/sbxANlevel14.bmp", "rb") failed.
internal error: relative pathname and non-matching case sensitivity
GetNoCaseName4Input - bailing out
ok, write mode - simply fopen now (1)
fopen("level15.bmp", "rb") failed.
GetNoCaseName4Input - bailing out
fopen("/mnt/sd/sbxNPlevel15.bmp", "rb") failed.
internal error: relative pathname and non-matching case sensitivity
GetNoCaseName4Input - bailing out
ok, write mode - simply fopen now (1)
fopen("gamefont.bmp", "rb") failed.
GetNoCaseName4Input - bailing out
fopen("/mnt/sd/sbxICgamefont.bmp", "rb") failed.
internal error: relative pathname and non-matching case sensitivity
GetNoCaseName4Input - bailing out
ok, write mode - simply fopen now (1)
shutdown
 
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Runs nice and smooth on the whole (I did notice one freeze after playing for about a minute).

The gravity is indeed unrealistic, but it doen't necessarily have to be (look at the gravity in a Sonic or Mario game), but it does need to feel right for the game. This is close, but not there just yet.

Platform collision is also not perfect - you can land just below the platform and then be "dragged" up onto it.

And the game is not running at 5 FPS :)

A great start.
 
therealadmin said:
Try downloading the link with mmuhack Magic Sam, see if that makes a difference.
From the new output.txt:

CODE

Using mmuhack.o
Got /dev/mem at 0x5
...


Freezes are still there, but they seem to be shorter than before :)

Bye, Magic Sam
 
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Magic Sam said:
therealadmin said:
Try downloading the link with mmuhack Magic Sam, see if that makes a difference.
From the new output.txt:

CODE

Using mmuhack.o
Got /dev/mem at 0x5
...


Freezes are still there, but they seem to be shorter than before :)

Bye, Magic Sam


I still have absolutely no idea why it would be freezing, but I'm still trying to sniff it out.

Hopefully by Monday or Tuesday night I should have another small release. The first level will be complete, no power-ups yet. But I'm really trying to figure out appropriate gravity. :blink:
 
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Well shits hit the fan at work and we have orders out the wazoo, so not much programming being done lately, but I do have this for you. :D

NewScreen.jpg

Edit: The white lines will be rope soon, lol.

Also gravity will be staying the same, all my levels are designed around it and I can't really change it without redoing all of the background images, which there is a lot. Plus I've become quite accustomed to it.
 
For those of you who can't download this for the gp2x, I made a quick video of whats been done so far. Also I apologize for the quality, but I needed a fast upload.

http://www.youtube.com/watch?v=M3CUiVNXZg4
 
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