Poll: Should I include Qbasic Cameos?
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Cobra
#11
The first time I saw that game I couldn't manage it to run. Gonna try again... Sad



EDITED: Now this time it worked. Really nice, but confusing sometimes. The fact that some people thinks that "Mortal Kombat" is a good game is scary, though. :o
img]http://usuarios.vtr.net/~disaster/sigs/annoyizer.php[/img]
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#12
Really Scary

Has Mortal Kombat any *good* feature?

Nothing to do against SF series, KOF series, FF series, ... ... ... I still love my one and only Street Fighter 1:

[Image: sf10001.png]

Should I start a QB version of SF1, now that QB Fighting Games are in fashion? Big GrinBig Grin Naaah... I have some project involving little funny pigs...

Later...

The most difficult thing I've found when I ever though of making a fighting game is the variable-sized sprite feature. I can think on several sollutions, but none of them would be completely satisfactory. What have you done, guys, to solve this? Are you using some kind of sprite editor to place center/action points in the sprites? What kind of data structures are you using?
SCUMM (the band) on Myspace!
ComputerEmuzone Games Studio
underBASIC, homegrown musicians
[img]http://www.ojodepez-fanzine.net/almacen/yoghourtslover.png[/i
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#13
You all say that you want Qbasic cameos. I know Nathan wanted Jill, so who else should I include. Don't put too many, because the majority of the game's characters are original.
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#14
I dunno if this will be useful, but anyway here it is:

[Image: JILL.gif]

Those are Jill The Goddess' original graphics. 16 colours so easy to port to another pals.
SCUMM (the band) on Myspace!
ComputerEmuzone Games Studio
underBASIC, homegrown musicians
[img]http://www.ojodepez-fanzine.net/almacen/yoghourtslover.png[/i
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#15
Quote:The most difficult thing I've found when I ever though of making a fighting game is the variable-sized sprite feature. I can think on several sollutions, but none of them would be completely satisfactory. What have you done, guys, to solve this? Are you using some kind of sprite editor to place center/action points in the sprites? What kind of data structures are you using?

I have sprite tables loaded for each character (these are now in EMS since they are generally only read from). A sprite table entry stores the width and height of the image, an x and y offset (this for instance allows frieza to float above the ground) and the hit and attack regions.

I chose this approach because it was simple and flexible. The hit and attack regions (boxes) help fix bounding box collision problems (ie some kick frames have heaps of empty space in them). The spriteTable also stores a page and offsets to grab the sprite from (sprites are all stored on 'plates' in EMS video layers). To save memory and time, each frame is only sprite is only stored facing left and can be flipped (thanks to DQB) during rendering.

The different coloured character clothing for mirror matches is done with DQBs blender map feature. The blender map is applied when the character is loaded and then freed so that it doesnt take up any memory. I will most probably release the source for the game with the next release, including the tools (once I tidy them up) I use for creating characters. My game engine is flexible enough to allow people to easily create other fighting games using it.
esus saves.... Passes to Moses, shoots, he scores!
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#16
Maybe Nathan, I can get Jill to be a fighter in the game, but she could also make a cameo.
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#17
Edited: I didn't say nothin.
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#18
Didn't say nuthin either.
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#19
Hey, megaman, don't give up so easily. QB has memory problem, I had memory problems since Level 2 in Jill (and it has 8 levels, so imagine that!), and there is always a sollution.

Let us help you and don't cancel the project !! Big Grin

LooseCaboose: Basicly it is the same technique I had thought about. I should need self-made tools to place the sprites offsets and collision boxes, and then a good memory management system to store the sprite data... I'm still so dull programming to do such a difficult task in QB. It would be far too easy in flat addresing 32 bits C with allegro Tongue

Anyhow, when I finish LONG and my coshino's (pigs) game, I will try.
SCUMM (the band) on Myspace!
ComputerEmuzone Games Studio
underBASIC, homegrown musicians
[img]http://www.ojodepez-fanzine.net/almacen/yoghourtslover.png[/i
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#20
Loose's way of making his game is the correct one. I used my own approach -that's it: "first working and then improving"- in BB: BTROH (the first game in the series) just using pixel-perfect collision detection. This has the big disadvantage that the whole "hit frame" can hit, that's it, if you throw a kick the whole body can harm the opponent. Advantages? Mainly the fast implementation and very low memory requirements (you're saving the "body box" and the "hit box" tables). And since BB2: FFF is partially based on the previous engine... well, you can guess which method I'm currently using. Big Grin Yeah, yeah. That will be corrected soon... but using another different technique. :wink: (Mainly trying to save memory; I'm already suspecting some possible unstability in the game due to memory issues)

And PJ... are you already throwing the towel? :o What happened with the guy who claimed "The Best Fighting Game: Cobra!"?

[Image: qbcbfr1.gif]
C'mon! Memory isn't an excuse with that sprite size! Optimize your code, mein freunde!

[Image: saishu.gif]
Look, the saishuukanketsusen sprite, plus Kasumi, gives a bit more than 200x200 in sprite size. Just pick your calculator and see how many memory that move eats. Optimize your code, and try to use as many XMS / EMS memory as possible. And... well, everybody knows that I'm somewhat reluctant to post screenshots of BB2, but this time is special: DON'T GIVE UP, PJ! [Image: xyxthumbs.gif]










(and on a side note, stop double posts!)
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