GLBasic Pokemon! You heard right :P

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erico

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?

Darmakwolf

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.

erico

You are right Darkmanwolf, I thought that was working on desktops too. :-[
Well, call for arms?

Darmakwolf

#33
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.

spacefractal

Im thinks only Android support it out of box. Its include MIKMOD player to the SDLMIXER its uses.
Genius.Greedy Mouse - Karma Miwa - Spot Race - CatchOut - PowerUp Elevation - The beagle Jam - Cave Heroes 2023 - https://spacefractal.itch.io/

Darmakwolf

#35
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.

Ian Price

I came. I saw. I played.

Darmakwolf

#37
<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!

Ian Price

Text wrapping is generally very easy, you difficulty was caused by the limit size of the text box area.

Have you considered increasing the size of the screen and text box areas etc? Just because the original game was limited to the small screen it doesn't mean a "remake" has to be.

Anyway, glad you got it sorted :)
I came. I saw. I played.

Darmakwolf

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.

Darmakwolf


Darmakwolf

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

spacefractal

#42
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
Genius.Greedy Mouse - Karma Miwa - Spot Race - CatchOut - PowerUp Elevation - The beagle Jam - Cave Heroes 2023 - https://spacefractal.itch.io/

MrPlow

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...
Comp:
Speccy-48k, Speccy-128k, Amigas, PCs

Darmakwolf

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...