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Messages - Darmakwolf

#31
Quote from: spacefractal on 2015-Apr-10
Yes Tsound is just a object, not a channel.

There is something like same style as LOADSOUND using with buffers.

Sometimes you might need to uses different buffer for some sound to make sure the same sound can been played top on each other (like a shoot command). This is property why FiveSprites added the buffers.

Also TMusic does NOT support Mods files. But TSound can also uses other formats than wav me thinks. But newer tested it really.

It's fine, you can use PLAYMUSIC on Android to play MODs, and then TSound for sound effects just fine.
#32
Version 0.66, hot out of the oven!

Windows: https://www.dropbox.com/s/jgqlgb7wjxvdnfo/Blobomon%200.66.zip?dl=0
Android: https://www.dropbox.com/s/a8k2dzwtuc7ve3j/Blobomon%200.66.apk?dl=0

What's new:

*You can now buy AND sell in shops*
*Potions can be used to heal ANY Blobomon in battle, you can choose*
*Fixed a silly glitch I'm too embarrassed to mention because it was silly!*
*Reduced rendering load, some slower android devices should fare better.*

Known glitches:

*Trying to catch a "slow" Blobomon (rare instance,) will freeze the battle. It has to do with using a Sphere causing your turn to skip, making the enemy go first. A "slow" Blobomon forces the turn to belong to the player first, so there's a discrepency. Slow is bad anyway, just kill 'em! :P

*Using the hidden debug menu before starting a new game or loading a game will crash the game.
#33
No idea what you mean by an old school cheat. If you mean game cheats, then no it will not have any. It also checks a 16x16 pixel area around the thumb. I could make it bigger, but I've had 12 friends test it and no one complained of control issues. I'll make the "thumb fatness" option for you though  =D

Also I already added a color changer for the gameboy. It's pretending to be Gameboy COLOR, which was never grey.
#34
Here are screenshots from my DROID Turbo playing Blobomon in 1440x2560 at 30 fps (my project's max FPS) I plan to make a button on the virtual gameboy to change its color :)

http://imgur.com/a/5U3wu
#35
0.65 is here! It's 99% stability patches and Android fixes.

Android download: https://www.dropbox.com/s/nrpskdli6wi4rof/Blobomon%200.65.apk?dl=0
Windows download: https://www.dropbox.com/s/fbbstbi3ru2sylv/Blobomon%200.65.zip?dl=0

On Android, it now makes full use of Android Extras' audio functions for sound effects. Now the sound is consistent and quick to play, and doesn't crash. I also fixed a bug where damage dealt could be in the negative, which would cause the game to loop forever in battle. That's been addressed. On Android, you can press the very bottom-left of the screen to open the debug window to check FPS etc.

*Added a quit button that goes to the main menu* - this feature is untested besides a few quick moments.  :booze:
#36
NEVERMIND! haha. I made it load all WAVs at load, and an INSTANCE of TSound for each "sound." Dumping them all in Pool 0 somehow makes all sounds have infinity buffers and no extra ram/cpu usage, and sounds don't overlap each other. This is pretty great actually.
#37
So what's the deal with the alternative sound API for androidextras? I've gotten it working, and it's great because it plays instantly, no horrible sound latency like with PLAYSOUND. But it only has four TOTAL SOUNDS... and you have to unload them and reload them to play another different sound. I tried making a system that unloads a sound and loads a new one every time it plays, but EVEN with unloading to free memory, it eventually crashes. Is there a way to load all my sounds at the beginning, and play them either by name or ID without having only 4?
#38
GLBasic rocks! I basically made a minor adjustment and now the game fully compiles for and runs on Android, original chiptune formats and all!! I'm giving it a "classic gameboy" on-screen control system  :good:

Just updated the .apk to the new AndroidExtras version! Loads quickly and battles don't crash.

ANDROID VERSION: https://www.dropbox.com/s/ka22e92v6mesdi7/Blobomon%200.64%20A2.apk?dl=0
#39
Quote from: nabz32 on 2015-Apr-08
is UBB still in development?

Every friend I showed Uber Bash Bros. hated it or said it wasn't fun. No one on here really liked it either. I'll post the source code for you if you want.
#40
Quote from: MrPlow on 2015-Apr-08
Quoteif 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...

I did something similar with text messages but I used an array of lines where each line was x in length so it wouldn't go out of the box.

message box max was 5 lines, typewriter style displaying of the text, each new line only activated at the end of the last, when 5 lines finished there was a pause and cleared last 5 lines and started with new 5.
Or something like that...

Already done. See version 0.64 :)
#41
Quote from: spacefractal on 2015-Apr-08
yes its a very small window size, too small on a PC monitor.

But you do not need to using bigger internal resolution, which can still been 160x144 (my latest game, CatchOut used even lower internal resolution, about 82x52).

So all needs for bigger Windows is simply doing a 2x and/or 3x scaling, which can been done via virtual screen. That all.

You can eventuelly use this snippet (its not just for Android):
http://www.glbasic.com/forum/index.php?topic=9848.0

Perhaps you should push keys 1-6? It can go up to 6x window size...
#42
https://www.dropbox.com/s/ktn5s87rav2tisb/Project%20Blobomon%20V.%200.64.zip?dl=0

0.64 is here! New and improved!

*Better title screen + music
*Load screen at beginning while processing sprites/wavs
*Fixes several instances where trainer enemies weren't dying properly
*Fixed a walk-through-walls exploit
*Fixed a framerate issue while switching Blobomon after one dies
*Fixed a glitch that would cause the game to be unplayable after blacking out in certain conditions
*Fixed NPCs making solid walls... unsolid.
*Fixed events that would hang if you mashed X through them
*Added status effects (Works on enemies only atm.) Claw for the time being has a chance to poison.
*Fine-tuned word wrapping.
*Cleaned up Debug Menu (F1)
*Finished elemental modifiers for weather (higher water / wind dmg, lower fire in rain, etc)
*Removed several debug keys that were game-breaking


TODO:
Make potions work on any Blobomon in the party, outside and inside of battle.
Make "sell" work in shops. (Do not use it atm, it's under construction!)
Make evolutions work
Make the "skills" button in Blobomon menu work

After that short todo list, I can concentrate on game content!!  =D
#43
https://www.dropbox.com/s/i91yxkkubj0arub/Blobomon%200.63b.zip?dl=0

Fixed! Now has text wrapping working properly :)
#44
Ian, that's almost insulting lol. The screen will not change. After 14,000 lines of code that rely on 160x144, I'm not going to spend a week making the screen bigger for a game trying to be like a gameboy game.
#45
Announcements / Version 0.63
2015-Apr-07
<link redacted, working on a mega glitch >->>

Holy moly. I made a text wrapping algorithm for my messaging system. It was SUPER difficult to make - harder than anything I've ever made in GLBasic. It had to do with the way my message system was so integrated to work a certain way, letter by letter... but now it's good! Text wraps. If it's too long of a message, it pops another messagebox with the rest of the text after. Was not easy!