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#91
the 9 level demo is now became 12 level demo..... Its on same url or here:
www.spacefractal.com/test

Im found a least one bug im need to fix.... hehe.

PS. of course anyone that have helped me would get credits and not just me. Im just have not implemeted it yet.
#92
More code done:

- 30 levels done (10 from original and two variants with various changes to the original).
- Pause implemented.
- Most SFX done (only missing few extra sfx not included in original game).

There is still few missing thing of course (like doing original level 11-20 as own level set), but the game is begin to been in sharp form and im soon would do a public beta for what im have and mark it as a "ongoing project" on my itch account.

Im do hope im soon can get a big resolution icon for it that dont look too much blurry. alternative im could uses the style from the Steam Deck banners im did for the 2009 version.....

PS. bg looks promising for sure. for the other foregrounds, property only need to colorsize them. But im have pm the game, so you can checkout how tiles works (and bg's like this could work).

#93
resolution is 936x468
tilesize is 26x26 (as by 2009 version)
screen tile size is 36x18.

See pm. the levels is used tiled as tileeditor and tiles can both been x and y flipped (actors, sprites does not support y flip throught as you can see on some actors).

PS. the 2009 foregrounds used websave dithered palette assests backgrounds.

PPS. The resolution could been double in size (while the internal gameplay is intact), but this does require anything to been redraw as im was just using the 2009 assets. Im dont thinks its needed really as im does do liked the oldschool style.
#94
What is the internal resolution of your game Specefractal?

I did some tests with a background and I think it's good that you add one.
#95
3D-snippets / Re: SGEngine
Last post by SnooPI - 2023-Apr-08
Thank you so much  :)

Logically all platforms supported by Irrlicht, but for now I'm focusing on Windows and Linux (SteamDeck works on Linux ;))
No problem with version 15.238 at the moment SGE is 32 bits, a 64 bits version will be released.

All features and platforms supported by Irrlicht are here (we can see that a mobile version is in the works).
https://irrlicht.sourceforge.io/?page_id=45

#96
3D-snippets / Re: SGEngine
Last post by matty47 - 2023-Apr-08
Thanks. What a mountain of work you've done. Everything that I tried ran smoothly. Did you compile for any other platforms?
I am still on non Steam version 15.238.
#97
Those are the least 2 graphics assest im need help for:
Much better icon of the face, even higher than the 256x256px....

even this one is usable, im thinks its could been done better for the diamond.

Optional im do want graphics help for backgrounds, but the game does looks fine without them.
#98
3D-snippets / Re: SGEngine
Last post by SnooPI - 2023-Apr-07
Hi Matty,

It's in the main post: snoopisge
I just saw that I didn't add the example with the physics, I'll add it tomorrow  :booze:
#99
Quote from: bigsofty on 2023-Apr-07
I had problems with the INTEGER command iirc. It was producing weird rounding errors. I never liked how it rounded down from 0.9 to 0 either.

BTW, as long as you store a (floating point)number in an integer variable it will implicitly be cast to an integer so no need for direct casting.

I don't use GLBs RND function (I use my own) but doesn't that produce integers? If so then I don't think you need to use INTEGER at all in your code.

Thanks - I'll check that out...
#100
I had problems with the INTEGER command iirc. It was producing weird rounding errors. I never liked how it rounded down from 0.9 to 0 either.

BTW, as long as you store a (floating point)number in an integer variable it will implicitly be cast to an integer so no need for direct casting.

I don't use GLBs RND function (I use my own) but doesn't that produce integers? If so then I don't think you need to use INTEGER at all in your code.