Recent posts

#41
Off Topic / Re: how well :-D
Last post by spacefractal - 2024-Jul-29
That Joust game looks nice and im like ALEKTRION as well. nice to see underwater games and not just space shooters, hehe. Nice idea.

Anyway im have done a LOT of stuff for Rusty Pixels. All for Spectrum Next. Some of the game might got ported to other systems, but im cant tell very much throught.

So yes im did stuff for Head over Heels, Warhawk, Baggers in Space, Tyvarian and even RAMS. RAMS is a arcade adaption running arcade z80 code directly on the machine and then adapter the graphics and music as needed. Very cool.

Scramble, which im also did sound/music stuff for does not uses arcade roms, its was a port started from scratch with no code used from the arcade.

Later game im did was Head over Heels, which is a fully official license from Atari (which own the ip today). But howover im cant code assemply throught, but can do levels with the code Micheal Ware give me throught. So that must been my first licensed game. hihi.

Ohh year im did do Cave Heores 2024 ealier this year when im have the possible, that one is in glbasic and only released as a HTML5/Javascript game.

PS. Im think im last year even have contacted you a day if you wanted to join us, howover we currectly have Simon Butler for graphics.

PPS. None edit buttons works for me, which is all broken. property due a plugin from mine side? hence im cant link youtube vidoes.
#42
Bug Reports / Re: DDgui_msg freeze html5
Last post by Qedo - 2024-Jul-28
ok but when I try to compile the prj DDGUI_TEST in html5 it freezes Firefox
#43
Off Topic / Re: how well :-D
Last post by erico - 2024-Jul-28
[WARNING - A WALL OF TEXT IS APPROACHING FAST]

Hello back chaps, I do check the Forum quite often but had not much time to participate past 2 years, mostly because of a Master' Degree in Design, which I defended last week and also got into a PHD in Design for the next 4 years. I tried the best I could on the Master's research because it would make my life easier during PHD, and also provide time and condition to do my games in peace. Either way, here is an old video about the research. It is VR based and more on that subject later or on another post.

GAMES! We are here for games! :)
Well, if there is something I'm 100% sure of myself and life, is that making games is my existence reason, I can't be too far away from doing it or sadness and depression kicks in. So of course I did not spent last 2 years without actually making them ;)

Let me point to the more relevant ones.
First there is ALEKTRYON AND THE MURK TROTTERS, a GLBasic game which is a mix between Joust(Arcade) and Pegasus and the Phantom Riders (TRS-80 Color computer). A very retro game for 3 players.
There is a thread on this forum about it and here is the last live WIP I did for it.

The game is pretty much half done, it needs: bosses, enemy AI fine tune, music, into/outro.
I should be back at it this semester, it's a good Steam release candidate.

Then, there is a series of games I did for the TRS-80 Color Computer using its Disk Extended Color Basic.

THE SEDNA STRAIN is a vertical shoot em up inspired by a 1k space invaders game list for zx81.
It has the player travelling through the Solar System destroying plant based aliens, at each check point, a boss forms up, it is generated based on how you play so it is always different.
Here a few WIP videos. This game is like 85% done.

At some point I was struck with an old urge of mine on doing a Lander kind of game. Decided to mix it up with strategy, resource managing, multiplayer, open world and a pinch of text adventure to spice it up. So, BELOW:MESA CRYPT OF AQUILON was born. The game is like 85% done too, fully playable.
Here is a WIP video I posted on Tweeter:
https://x.com/FUED_hq/status/1547661679089004545
And here a very early world test:
The visuals have been improved over these ones, they are very early stuff.
It is a complex game, very difficult and weird... I will probably be the only one playing it :(
Here is an early WIP mission map on the world:
You cannot view this attachment.

One day, the ghost of making a zombie rogue like came hunting me, triggering the development of IT CAME FROM THE WEST. A roguelike zombie survival game. The original intention was to do something for the 10line Contest, but I got carried away. Also, I did it running the COCO emulator at 1000% speed, experimentally ;)
The current version is playable that way but Jim Jerrie dis an MC-10 port that runs normal speed and he also added some features :)
Here is little live I shot on playing my turbo version
And here Jim Gerrie doing his magic!
Gotta remake this game at some point, probably for multi 8bit platforms and GLB PC.

An ace game developer, Nick Marrentes, did a PONG game on our FB group and challenge people to check/improve/experiment. I went a bit wield and decided to follow the principles but do something like Frog Bog (arcade/intellivision/atari2600). So, TOAD BOG was born. It is a type-in booklet coloring game :D :D :D Other than the paper portability and dev docs, it has info to paint the stuff messing with the code. The project is done, it needs packaging and release :)

Finally, at my birthday this year, 04/11, I took a few days off and decided to do a fight game using ugBasic, so I made THE SAVAGE SWORD OF COCON, sort of a simple Barbarian clone, more like the kind of fighting you get on Prince of Persia, you know?
Anyways, there is twist game mode, you can set the players stats to configure your warrior. Fight Tournaments can be done with created warriors :) I will try to run an online tournament this semester.

I sure need to get back to this game within next 2 months and make a final release, add sound, music and some extra stuff, also source free.

I think that is about it, there was also a bit of development on a Shock Trooper kind of game for the Spectrum, I think I told you guys about this one before, anyways, it was done using MPAGD, a nice retro multi platform game engine.

I also did a bunch of tests using ugBasic, a modern basic (very similar to GLBasic), capable of exporting asm to a bunch of 8bits. A very nice project and I recommend checking it out.
I mostly used the COCO features but am interested on ZX spectrum and MSX too.

I think on the game side of things those are pretty much it.

Back on GLBasic, ALEKTRION is the priority, BELOW certanly could be ported or recreated, this would be fun! COCON I have other plans on that front.
There is also another GLB little gem of project on hold, this one here:
And some other GLB projects is early design stages.
There are probably more news I can't remember right now, probably did some special effects and movie stuff for a bunch of people and also took part at RETRO SC events, which preparation for this year's November issue is just about to start, I will talk more about it later, I always showcase GLBasic and my games, mostly the tools I use, let's see if this year I can pull some speech or workshop that can relate to that and game devs.

Overall, I will sure be able to be more active on the game side of things this next years and I can't wait to get back into it. A little vacation at my parents place these couple next weeks should be a perfect recharge.

later!
#44
Yes, that should work. Multithreadingbreaks, when you write to a memory address and another thread tries to read/write to the same memory address at the same time. Parallel reading is no problem. But internal GLBasic functions often use a "cache" for stuff to be quicker. That might get you into trouble. Just try, and if it breaks, add a critical section around that code.
#45
Yes I already have the texture changing in place, but I also want the arms legs etc. Have different models also. In addition I want to save some frames per model, for example I have the walking loop for the legs and be able to play different animations for the arms without having to do all the arm animations for all the leg animations. I want the model files to be small. I already started implementing this and the push / pop matrix commands are perfect for this.
#46
But could I access plain files in the background ( just writing stuff)?
#47
Bug Reports / Re: DDgui_msg freeze html5
Last post by Kitty Hello - 2024-Jul-26
Oh. I think DDgui_msg uses an infinite loop to show the GUI. When you use SETLOOPSUB instead, DDgui works. My GACK (Gaming App Construction Kit) uses DDGui and runs perfectly.
#48
Bug Reports / Re: DDgui_msg freeze html5
Last post by Qedo - 2024-Jul-25
Is it possible that all the DDGUI examples I find on the forum and tutorials are incompatible with html5?
Does anyone have a good example?
Thank you
Qedo
#49
Oh. The GLBasic commands are not considered thread safe. Espeically graphics commands. Where is the bottleneck? Is it really the loading?
LOADSPRITE and X_LOADOBJ calls can't be multithreading. But drawing while loading other stuff might be - as long as you don't reload over existing channels.
#50
Can't you just change the texture instead of exporting the body parts separately? Or are there extras like super-muscles or Sonic/Hedgehog like legs?