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Messages - erico

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1
GLBasic - en / Re: Box2D released 2.4.0
« on: Yesterday at 05:06 PM »
No dead horse for me, I constantly use and recommend it.
I´m thinking of doing vid/live tutorials with it a few more stuff.

2
I got part 2 on VITNO today:
https://vintageisthenewold.com/a-trs-80-color-computer-commercial-quality-action-fight-game-in-basic-part-2/

It is still a bit behind the main development blog, but should get together in a few days.

As for the game, I´m battling gameplay. The past 3 weeks could not produce a proper fun deal but a mechanic game.
Today I think I found a solution, or at least a way to go, will try implementing it these next days.

3
GLBasic - en / Re: 3D and GLB
« on: 2020-Aug-01 »
I´d think it is, is it cross compatible?

4
GLBasic - en / Re: Compiling to html5?
« on: 2020-Aug-01 »
I haven´t tried yet, did a bit a long time ago, before STEAM version, and I could get some basics going on certain browsers, I´m not sure how they fare today.

5
GLBasic - en / Re: 3D and GLB
« on: 2020-Aug-01 »
Oh now I understand you better.
What I meant was, say, the very fundamentals could lead to a PONG 3d game, but in a shufflepuck cafe styled way, then more tutorials could lead to a top down viewed game, like frogger, then more tutorial could lead to an asteroid s kind of stuff. That is what I mean, every few 3d command explanations could lead to an example game. If this all could be in videos, the better, but I know that is more work.

6
Here the final performance and memory tests, I will be able to keep the game at this speed or better, neat!

7
GLBasic - en / Re: 3D and GLB
« on: 2020-Jul-31 »
Yep, I´m fine with the idea.

...I don't fully agree with both of you that GLB cannot compete with modern 3D engines.
With the INLINE function, GLB has no real limit...

I meant the standard 3d stuff, not the inline.
It might be a bit hard to create tutorials with little complete games in a sense they evolve, like you learn one to do the next.

8
GLBasic - en / Re: 3D and GLB
« on: 2020-Jul-31 »
It sure won´t compete directly with the likes of modern 3d engines, but I enjoy having simple 3d support, otherwise I would have to go about creating my own inside GLB since I can't C++.
It is quick for visualization and I think quite possible to create ELITE type games, flat polygons maybe even line polygons, racers, etc.

9
GLBasic - en / Re: 3D and GLB
« on: 2020-Jul-30 »
It could be, there is already a layout to base stuff on but it seems to be a little big game with lot´s details and stories, etc.
What about more easy stuff? Like twisted remakes of simple arcade games within different genres?
 

10
Nice! Never saw that one, will check it out.

11
Got to share the devlog on VITNO - Vintage is the New Old, a retro site I have been following ever since.
This should help exposing the feat.
https://vintageisthenewold.com/a-trs-80-color-computer-commercial-quality-action-fight-game-in-basic-part-1/

12
Good to hear from you Hemlos! Long time no see! Up to something in code these days?

13
GLBasic - en / Re: 3D and GLB
« on: 2020-Jul-30 »
It could be.

I have done very little with GLB in 3d but it is within my plans to do so, in my case, all that it currently offers are more than enough.
My plan is for retro games using it, no shaders or fancy stuff, 3d rendered to 320x240.

Timewise, I´m sure I can give a bit of a hand on whatever is needed.

14
Yep, it is made with a Basic interpreter native to the TRS-80 Color Computer (Extended Color Basic), an 8-bit 80s machine also known as Dragon.
https://en.wikipedia.org/wiki/TRS-80_Color_Computer

It is more like Street Fighter, Karateka kind of game. One on one fights over multiple static scenes, about 3 enemies per scene.
Hopefully, I can code it in a way that changing characters and their moves is possible, so you are not going to pick a weapon but you can choose to have that move.

Its visuals are the same from my last GLB game, THE OUTHOUSE, wherein I tried to mimic the semigraphics 4 mode on GLB.

15
GLBasic - en / Re: Voxel - Visibility
« on: 2020-Jul-26 »
Sure shot, a single big texture within the atlas approach should be the fastest.

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