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Messages - Darmakwolf

#46
Announcements / 0.61 update!
2015-Apr-07
https://www.dropbox.com/s/c4o9xgkyofqhvgh/Blobomon%200.61.zip?dl=0

Changes:

*Rain now ... well sounds like rain! (Outside of battle.)
*Weather system now affects elements. Example: In a rainstorm, fire does less, water and lightning/wind do more.
*Added some tiles to the tileset. Touched up Rainygrove/Route1
*Added a Grassnitch statue in a fenced in area in Rainygrove. Good spot to level up!
*Adjusted required-exp modifier (to be more exponential.)
*Fixed some MOD/XM/IT playback issues with looping. Added new tunes.
*Added more fitting music to Route 1
*Added item descriptions to shop
*Fixed the infinitrainer glitch... AGAIN! xD
*Fixed element issues (Follows Ragnarok Online's element chart for level 1 elements. Always was my fav!)
*Fixed a collision problem where any tile on the far-right edge of any map was always walk-thru.
*Frame rate increase: removed some bulky code being run on each render.
*Other minor improvements/stability updates
*As per suggestion, last-used-moves are remembered, and defaulted when a new Blobomon is chosen.
#47
Well I guess I've come to a conclusion actually. FMOD *does* do what I need. I just need to:

*Not use XM files, because it doesn't reverb them properly.
*Play the music beforehand to determine if it has an internal pattern jump at the end. 99% of them do, the particular one I was using for the shop does NOT, so it was frustrating me. But now that I know mod/it music can loop I'm happy.
#48
Has anyone wrapped bass.DLL? I feel like that would solve my problems. The mod files in FMOD do not loop in GLBasic... I need chiptunes and looping :(
#49
Well after some experimentation, it seems it's MOSTLY the .xms that are affected. I could just basically use .MOD/.IT and stick with that for now. Major problem though: No matter what I try, I can't get music to loop.
#50
Quote from: erico on 2015-Apr-06
hmmm wait, maybe there is more to it.
I tried such on android and it was all fine, check this thread:
http://www.glbasic.com/forum/index.php?topic=9933.msg86777#msg86777

Maybe there is a way to use it on PC?
There was a discussion about it some time ago, but I can´t seem to find it.
Maybe someone else can help this front?

it doesn't work on PC because it's using libmikmod in the android version. So apparently on desktops unless you have a MOD codec installed it won't  "just play." If someone could help me wrap bass.dll or the newer fmod / fmodex I could get accurate chiptune playback... I'd appreciate the help.
#51
Can I use header files and just use C source files with my game? In particular, I want to support a large array of music formats in my game. The FMOD DLL included with the examples folder does not play MOD files accurately... there's no echo, and it sounds pretty lame compared to an actual mod/xm/it player. Erico stated that GLBasic supports MOD/IT 'out of the box' but PLAYMUSIC is doing nothing with those... I don't know if I'm doing it wrong. Anyway, is it possible to statically link FMOD or something similar? I just want to be able to have my game play tracker music. as it is, it's using the examples-folder fmod 3.75 dll but the sound quality is just off. Help?
#52
using PLAYMUSIC I get nothing with any of my MOD files. Special way to handle it?
#53
Quote from: erico on 2015-Apr-06
GLB currently plays MOD and IT out of the box, why do you need fmod I wonder?

.............................................. wait what? why was I not informed of this... uh. 1 sec. I feel stupid now xD
#54
Does anyone have any experience with importing DLL functions and want to help me get the latest FMOD working? I think the version in examples is super ultra old...
#55
Quote from: Moru on 2015-Apr-06
Oh, the memory-function for last attack is nice! Maybe reset the last attack if you change pet so it doesn't try to attack with a second attack the new pet haven't learned yet.

I'll patch that in. Also.... hmn. A friend of mine has a point. When I play these chiptunes in XMPlay or VLC, they actually sound W A Y better than in-game..... this fmod.dll that comes with the glbasic samples folder... is this an ancient version?? huh...
#56
Quote from: Moru on 2015-Apr-05
There are a few word wrap functions around the forum, just search for "word wrap" (Just make sure you go back to the start-page of the forum before you search).

Explanation for #3:
3. Load/quit/get back to menu - button in game so you don't have to press the X.
- There is no load button in the menu, only save. If you get stuck and want to load the game again you have to shut down and restart the game.

The game looks very good so far!


Oh! Will do!
#57
Quote from: Ian Price on 2015-Apr-05
That's really good :)

I played it for about 15 minutes, managing to beat a couple of the other trainers and picked up items etc. without problem.

My comments are mainly referencing the differences to PokeMon, as if this was a brand new game and PokeMon didn't exist, they wouldn't be issues, so bare that in mind :) Also, I won't mention the text wrap problem ;)

The only issues I found were -

1. You can (and can try) capture a trainer's Blobomon - the real game doesn't allow that. I do like that capture system idea though :)

2. Sometimes when you are offered a choice of YES/NO the highlighter doesn't appear straight away. I'll try to identify exactly when when I get more time.

3. In Pokemon the early trainers only hold one Pokemon, whereas in this game they can hold two or more - you can't run, so you get wiped out after a battle or two if you have no potions - which happens with Kiddo when you first walk straight out of the Bloak's Lab.

4. In one round my fainted Blobomon appeared to gain EXP from battles. A non-combatant Blobomon also gained EXP. IIRC.

It certainly captures the look, feel and gameplay of PokeMon. The jokes are good too :)

I'm loving it so far. Keep up the excellent work.  :good:


BTW This was V0.56 - you posted your update while I was typing! :P

Indeed you're right about the exp problem - I just fixed it. Next release will have it. Basically the type variable "didBattle" wasn't being reset, so if it was a participant in one battle, it would be in the next even if it were dead... sometimes. xD
#58
0.60 is here! In this version, I have completely switched to chiptunes and FMOD!

Hilights:
*All music is modular. File size for the game is cut DRASTICALLY
*I picked the swankiest chiptunes I could find that are royalty-free ^^
*WEATHER effects are in testing in this version. Cherrygrove has become Rainygrove!
(Press F8-F10 to change weather. so far there's just day time, night time, and rain)

Download: https://www.dropbox.com/s/aufezqeq0wvongo/Blobomon%200.60.zip?dl=0


Ian: Thanks for testing! I am well aware of the wrapping issue, and well aware you can catch trainer creatures. The catching is for testing purposes for now. In fact in the final game you WILL be able to catch trainer Blobomon, but it will be very difficult and super risky, and will require "black market" items that are unethical and expensive  :D
#59
https://www.dropbox.com/s/bcxciqv9i7w74e8/Blobomon%200.57.zip?dl=0

0.57 is live. Pressing Z will skip text boxes completely for the impatient ones  ::)
Fixed many more glitches. Fixed a persistence bug with event placement/walk timing.
Removed some redundant code to optimize a few situations. Battle commands are remembered, so you can mash X to keep Firebeaming! :P
#60
Here is my post-message function:

Code (glbasic) Select
FUNCTION postmessage:inmsg$,eventIDpost% = -1

//New message instance
LOCAL newmsg AS message

//Push to message array
newmsg.msg$ = inmsg$
DIM newmsg.words$[LEN(inmsg$)]
LOCAL p%
FOR p = 0 TO LEN(inmsg$)-1
newmsg.words$[p] = MID$(inmsg$,p,1)
NEXT
newmsg.eventID = eventIDpost
DIMPUSH messages[],newmsg

//Tells us we're in a message event
inmessage = 1

ENDFUNCTION


if someone could help make a function to format the text (inmsg$) BEFORE sending it to the message array, it could fix the line breaking. Basically each line is a maximum of 19 characters. I don't know how to make it format an incoming text so that it determines the length of the next word and adds spaces so that it pops down to the next line...