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Old 22 February 2012, 22:07   #101
prowler
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Quote:
Originally Posted by Graham Humphrey View Post
Also, big thanks to dazzleman for his advice, it has certainly worked! I'd like to know what the MOD command actually does, just so I have a better understanding of it.
Hi Graham,

Sorry for butting in here (and I still haven't had much chance to really get started on following your progress yet), but I can answer this one for you.

Quote:
Originally Posted by dazzleman View Post
If \y MOD 2=0 Then \y=\y-1
EndIf
Next n

Return
I assume that \y is an integer variable, right?

Well, the MOD function is a bit like divide, but the result is the remainder.

So, \y MOD 2=0 when \y is even, but =1 when \y is odd.

8 MOD 3=2, 11 MOD 4=3, etc.

EDIT: Hey, dazzleman was offline when I started posting!
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Old 22 February 2012, 22:10   #102
Graham Humphrey
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Thanks chaps, that's really useful... I will bear this in mind
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Old 22 February 2012, 22:12   #103
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Predseda has already started work on sprucing up the website
...
I like the downfall logo/title image, its almost exactly like i was imagining it.
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Old 22 February 2012, 22:14   #104
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Better use "AND 1" to determine if a number is odd or even, it'll probably be faster.
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Old 22 February 2012, 22:19   #105
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Quote:
Originally Posted by mihcael View Post
I like the downfall logo/title image, its almost exactly like i was imagining it.
It was cut from the aleady drawn game title screen, I hope you will like it as Graham will finally implement it to the game.
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Old 23 February 2012, 00:24   #106
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First post on this thread. Hoping that my sound fx are what Graham is after.

Just to add to the diary of the game, I used Animoog synth on the iPad to design the sounds. Very typical collectable sounds, something you'd find on anything from Rainbow Islands to Uridium 2. Animoog is a fantastic synth, up there with my hardware synths in fact far more accessible due to the touch screen of the iPad. Overall leant itself to this type of sound.

Having looked at the Jag version on Youtube I see that the sound fx are a bit Minter-esque with their offkey nature. Weird vocals. Like the music however.
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Old 23 February 2012, 01:15   #107
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...
Having looked at the Jag version on Youtube I see that the sound fx are a bit Minter-esque with their offkey nature. Weird vocals. Like the music however.
Yes, if you make the music it has to be hard and or fast bit of techno. Nothing airy fairy!!
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Old 23 February 2012, 02:27   #108
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I just had a look at your code and the level design map. How difficult would it be to make the level data loaded from a txt file so that way it would be easy to create and test level designs.
I haven't tried the game and I don't know Blitz Basic, but had a look at the code the other day and I thought the same thing about loading levels from txt files. I know how to load text from text files into AmigaBASIC and it might be similar for Blitz Basic and could give you code I use in AmigaBASIC if you want it, it might be easy to modify for use in Blitz BASIC.
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Old 23 February 2012, 10:02   #109
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Could anyone try to test this file?

link removed

I tried to create ADF of Downfall, but I have not WinUAE installed, so please try anybody and tell me if it works.

Last edited by Predseda; 23 February 2012 at 11:39.
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Old 23 February 2012, 10:24   #110
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Er, you do realise that's a 3.1 Install disk you've uploaded there don't you...?
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Old 23 February 2012, 10:29   #111
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OOoops!
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Old 23 February 2012, 10:52   #112
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In the meantime I think you ought to remove the link as we are, of course, not allowed to distribute such material
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Old 23 February 2012, 13:04   #113
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OOoops!
Dude, i didnt give you the big spiel because i thought you cant go wrong uploading a few files for a homebrew game??? No illegal shit please!
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Old 23 February 2012, 13:05   #114
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To save a bit of time here's my ADF that I put together for the current version (WIP5). It self-boots and should run on any config. It only contains the essential files (so no .iff files and no source code) due to the fact I only quickly cobbled it together.

If you already have the .lha archive working then don't bother with this, there's nothing new here at all, it's literally just a floppy version of the last WIP I uploaded. But if you can't get it to work this might do the trick.
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Old 23 February 2012, 23:50   #115
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I don't know if you want to load your levels from text files and allow users to modify them but this is my example of AmigaBASIC code for reading in text from file, I use a slight variation on this for reading in highscores in my next game. You might be able to modify it to use in Blitz Basic if you want to load your levels from text files and allow users to modify them.

Example of file TOH

100,90,80,70,60,50,40,30,20,10


' CODE FOR IN PROGRAM

Code:
' ARRAY TO STORE SCORES
DIM SCOREZ (10)

' OPEN FILE "TOH" FOR READING
OPEN "TOH" FOR INPUT AS 1

' LOOP TO READ IN AMOUNT OF SCORES
FOR COUNT = 1 TO 10

  ' READ INPUT FROM OPEN FILE 1 INTO ARRAY
  INPUT# 1, SCOREZ (COUNT)

NEXT

' CLOSE FILE 1
CLOSE 1
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Old 23 February 2012, 23:57   #116
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Thank you. [ Show youtube player ]
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Old 24 February 2012, 00:03   #117
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I will link your video to the Downfall site. Funny how the rhythm of the tune influenced your movement
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Old 24 February 2012, 12:39   #118
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I have a problem, maybe it is only my feeling: the copperlist is in overscan, but the main game area is only 320 pixels wide. So if the platworm is next to left or right area border, player is not able to jump to the side, although copper creates an illusion that there is still enough space.

The overscan copper effect is nice and I like it, but I am not sure if it doesnt confuse player much. Maybe 1px wide black vertical lines where I drawn those red ones would solve it? Or it is not necessary? What do you think?
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Old 24 February 2012, 12:47   #119
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This will have landscapes in the background?It would be nice if it had static landscapes like Pang maybe landscapes of our cities,scanned and retouched with Dpaint
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Old 24 February 2012, 12:57   #120
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Quote:
Originally Posted by frikilokooo View Post
This will have landscapes in the background?It would be nice if it had static landscapes like Pang maybe landscapes of our cities,scanned and retouched with Dpaint
Aga version is planned, I think it could have landscapes easily. This one is 16 cols only, it would be probably ugly.
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