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Messages - erico

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GLBasic - en / Re: GLBasic
« on: 2019-Oct-12 »
Ace! <3

GLBasic - en / Re: GLBasic
« on: 2019-Oct-11 »
Yep, I plan to use it till forever! :)
But nothing to worry I guess. Just a server change going on I guess.

Announcements / Re: Server change
« on: 2019-Oct-10 »
I think posts from the past 1 or 2 weeks are not up, at least.
I checked some old heavy image threads, some have images but they look corrupt, others are fully broken.

I do it with a variable for speed and another for acceleration.
For example, PX and PY for player position, PSX and PSY for their speed and PAX and PAY for acceleration.

On the loop, I add acceleration to the speed:

Then I have this to add the final speed to the positions:

Then I have another set of lines to add friction per cycle so the object has a tendency to stop as time goes by if no direction is pressed:
if PSX>0 then PSX=PSX-.1
if PSX<0 then PSX=PSX+.1
if PSY>0 then PSY=PSY-.1
if PSY<0 then PSY=PSY+.1

With the WASD keys, I alter the acceleration, if no key pressed, acceleration is 0.
You have to control max speed and a few other bits but this should give an idea.
The last .1 values could also be a variable in case the terrain under the player changes and you need more or less friction, say ice or sand.

Then I add

Off Topic / Re: Voxels are the future!
« on: 2019-Aug-27 »
but yeah, it is impressive. I guess I was being a bit too critic. :-[

warning!...a wild hunch approaches....

Could it be that certain settings on the PNG and JPG creation are causing trouble?
Like if the file is not generated a certain way it will fail security and not load?

Sorry if it sounds stupid, but I have to try to chip in one way or the other. :)

Announcements / Re: TH_AVOCADO MAYHEM
« on: 2019-Aug-23 »
The parser is a mixed feelings decision. For once, it is what taught me english but it is also very natural for old computers with rom basic, so using it takes VERY little of the few kbs available.
On the other hand, like stated by Snoopy, modern players won´t enjoy it.

Yep, that is pretty much what I first thought about Spacefractal, but I didn´t know of that c64 version, it is quite similar!
A pull down menu with the verbs I need and then display a bunch of options to go along that verb.

Here is an image of it, I already did the basic code proof of concept but it sucks as it takes almost 20kb :) works nice though.

Off Topic / Re: Voxels are the future!
« on: 2019-Aug-23 »
Very difficult to listen to that guy...

I have seen promises of 100% destructible environment and what not for quite some time now so I´m a bit septic on the subject.
While as a demo scene piece, it sure looks great, but add the in-game elements and you will probably get stupid enemies like minecraft or buggy people like GTA, on the later, such breaks immersion on my side. It also seems only the above ground objects are destructible, doesn´t look like one can dig a hole on this flat, non-mountains, world.

I could go on based on all past fails, but this is just my opinion, maybe people nowadays don´t care much about such details.
Least that is a nice effort and I will be looking into what could come out of it, with not much hope.

Maybe there is a game which could fit and benefit from this engine´s characteristics?
A quick memory access tells me, for example, that this work in progress game here could use it well:

Thanks for sharing Bigsofty

I´m not sure I understand what you are looking for and its use, but wouldn´t REDIM help?
If it´s more complex, better wait for the more pro people to chip in on the subject.

Totally understood, it truly sucks the way they keep changing stuff all the time.
Still, it is nice job you did so far and that and the 3.4 version working is great! :good:

I will try to step into the android back again soon, just didn´t have the time yet.

Beta Tests / Re: Beta test 3D demo 0.1
« on: 2019-Aug-22 »
Android arts should be a good reference. Can´t find the main page but an img these days, here it goes, there should be more.

Announcements / Re: TH_AVOCADO MAYHEM
« on: 2019-Aug-22 »
Not only based on that game watch but a few others as I played in my youth. :)
Strangely enough, I never owned those but I had OCTOPUS and plan to do something about it.

Yep, those definently were inspirations into it for sure.

Point and click AD I thought about, but truly, am into making a IF adventure, like those old ones on the trs-80 color computer. I´d like to drop the parser and use a menu driven thing.
I made a few attempts so far into Color computer basic and also would love to have a PC version similar to that made with glb.
It looks like this:

Beta Tests / Re: Beta test 3D demo 0.1
« on: 2019-Aug-20 »
The current hero looks quite nice.
WW2 or WW1 dogfight, for example, could be easier on the code side since things are flying.

I guess it would really depend on the game type.
The current hero could fit a RYGAR arcade kind of game,mostly side scrolling bashing stuff.
WW1 could be a remake of wings from the atari lynx where one could even split screen in 4.

What is your intended gameplay?

edit: ww1 game´s name is Warbirds. I confuse it with amiga Wings as they are a bit similar on the dogfight part.

I still have to look into TYPEs  :-[

Announcements / Re: TH_AVOCADO MAYHEM
« on: 2019-Aug-16 »
Steam released here:

Compiled a making of from this thread here:

I will be looking into ANDROID soon with this and probably spend a couple days trying caanoo and pandora, ;)

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