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Thread: BLOCKBASH UPDATED (9th Of Jan 2007).

  1. #1

    BLOCKBASH UPDATED (9th Of Jan 2007).

    [UPDATE!!!!]

    Just a game I started a few days ago when I decided to pick Delphi back up (aswell as UnDelphiX for that matter).

    This is basically what I have done so far (it's been fun messing around with it), but there's still a lot to change, fix, add etc.

    LINKAGE: (it's megaupload, rapidshare is full :shock: ).

    http://www.megaupload.com/?d=ETIQMCTE

    NOTE: Check the HELP part of the main menu for instructions (use the ENTER key on the main menu), SETTINGS currently is not in place.

    When In-Game, use ESCAPE to go back to the menu if you like.

    EDIT:

    UPDATED AGAIN, please note that there are some obvious bugs that were not in the previous one, this are easily fixed but don't have the time right this second.

    Let me know what you think!

  2. #2
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    BLOCKBASH UPDATED (9th Of Jan 2007).

    Edit your top post tomorrow with a screeny and I'll make it news.
    Jason McMillen
    Pascal Game Development
    Co-Founder





  3. #3

    BLOCKBASH UPDATED (9th Of Jan 2007).

    Just played it.... very cute

    Will the screen remain this little sized?

    Bigger maps! More action please!
    <a href="http://www.greatgamesexperiment.com/game/Valgard/?utm_source=gge&amp;utm_medium=badge_game"><img border="0" alt="GGE" title="GGE" src="http://static.greatgamesexperiment.com/badge/game/valgard/gge400x56.png"></a>

  4. #4

    BLOCKBASH UPDATED (9th Of Jan 2007).

    Not bad
    Cute little guy.

    now then.. Where's the monsters?

  5. #5

    BLOCKBASH UPDATED (9th Of Jan 2007).

    I'm hoping to have some baddies in there too eventually, but unsuprisingly, I think them with w/e AI they will have (will come somewhat last) lol.

    I dunno, I kind of like the fixed size as it is, but it's quite possible to make it bigger with some minor internal and map file changes.

    Oh and did you noticed, how we walks out one end and comes back in the other , the way I have that level setup actually gave me an idea, one I'm nto sure if I'll do or be able to (map sections, so he can walkthrough one end, and pop up another map with more objects).

    I'm going to work on it more a bit later (and I'll have me some bourbon and coke ), I was supposed to be doing the lawns but it's still damp (9:51am here) and I tryed to go through the middle section of the front yard, where for some odd reason the grass grows much much higher than anywhere else and the darn mower cut out and won't start up >_<.

  6. #6

    BLOCKBASH UPDATED (9th Of Jan 2007).

    give me an access violation when i press enter over play
    Peregrinus, expectavi pedes meos in cymbalis
    Nullus norvegicorum sole urinat

  7. #7

    BLOCKBASH UPDATED (9th Of Jan 2007).

    Ouch, that's not nice at all.

    I have had such errors on the odd occasion in different places, it's kind of random which is odd.

    The only thing I can think (For now I doubt it's anything to do with UnDelphiX) is the midi music.

    Especially the one that plays on the menu screen, it seems to load up kinda slow and if you try stopping or basically cutting it out before it starts, I often get it whinging about an error at me for it.

    Try giving it another go, but when on the menu screen, give the music a little time to load and start up and let me know if it keeps happening.

    P.S. I'm about to start working on my pre level init and drawing functions, not sure whether I'll have the data in the main map file, or in a seperate but related named file, but it's basically to display user lives or information, the objective type for the level/map and how many of each if any type of blocks you need to collect.

    I'm also hoping I can have some space decdated to a custom text message for the pre-level screen, just not sure how I will handle wrapping it inside the window lol.

  8. #8

    BLOCKBASH UPDATED (9th Of Jan 2007).

    Very nice start

    And yeah... some monsters and powerups/items would definitly make it better.

    I was missing the big 'Congrats You Won!!' screen.
    When i smashed the blocks and took those items in the middle, suddenly the menu appeared and i didn't know whether i won or lose :?
    Coders rule nr 1: Face ur bugz.. dont cage them with code, kill'em with ur cursor.

  9. #9

    BLOCKBASH UPDATED (9th Of Jan 2007).

    The av keeps comming.. The sound and everything loads up immidiately
    Peregrinus, expectavi pedes meos in cymbalis
    Nullus norvegicorum sole urinat

  10. #10

    BLOCKBASH UPDATED (9th Of Jan 2007).

    Haha yeah sorry about that, Iv'e for the most part being concentrating on the actual in-game functionality and the kind of graphical look I want.

    Iv'e already changed the main menu, help menu, menu arrow (although it looks bodgy a bit) and made the background a tiled image (like a grate/factory sort of flooring), there's 2 different I have at the moment.

    Iv'e also done the Pre-Level screen that displays amount of lives (not sure whether this will actually be involved yet, but will see at a later stage), objective type, amount of collectibles and or breakables and some text the bottom telling the user to press ESC to proceed (might change this to ENTER for proceeding things to avoid confusion for some, ESC is usually meant for closing something or going back, not opening or going forward ).

    And now that you mention it, I will also add an After-Level screen (it'll say congratulations and what not and maybe I'll implement something to keep track of how long the player was in the level and display how long it took to complete it and such).

    P.S.

    If anyone knows how I can make, for example a plain anti-aliased arrow in photoshop (I use the custom shape tool) and add some nice effects to it without borking the transparency, I would greatly appreciate it.

    To explain my problem in more detail:

    I create an arrow (anti-aliased so it's smooth and not edgy using the custom shape tool) in photoshop, I then add effects or rather some options such as bevels and such.

    But the problem is (for example shadowing) it's based off of the background, so any shading becomes relavent to the background colour (let's say I'm using Fuschia as I normally do as the transparent background), any shadowing,shading sort of stuff ends up as a vairant of Fuschia.

    Which looks fine on a fuschia background, however when I remove that single fucshia colour for transparency, the arrow looks really borked up and not properly transparent.

    The major thing is that JPEG and BMP do not support transparency, and of course using TImageList or w/e I can't load up GIF's or PNG's at this point as far as I know, so I can't save it natively transparent, so it ends up borked.

    I hope someone understand what I mean lol.

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