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Parallax Forums > Public Forums > HYDRA System & Propeller Game Development > (No Subject) | Forum Quick Jump
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   |  trodoss Scrub

       Date Joined Aug 2008 Total Posts : 268 | Posted 11/25/2008 8:00 AM (GMT -8) |   |
Oldbitcollector said...
Can you tell me a little more about how you got that screen shot from Gears? I've never worked with Gears, just catching bits and pieces in various threads. I used the 'Television' plugin for Gear. If you wanted to try this, here are roughly the steps requried:
When you select the .binary you wish to execute, and it opens a window for the binary (it has a cog on the lefthand pane) you will see an additional menu that has 'Open Plugin'. From there, select the "Television.xml" plugin, and then execute the "Run" function. It will (slowly) start to render the image on the screen. From there, I did a simple screen capture, and then pasted it into Gimp from the clipboard. There was another screen capture that was posted some time ago on the forums that I was going to look up to see how it works. I vaguely remember it being used on another Hydra game (maybe JT Racer?)
[Edit:] if you do use Gear, and are not using the 'standard' pins for video output (as in the case of the Hydra), you will need to modify the Television.xml to use the correct pins to get this to work. The "plugin" is written in C#, and is imbedded into the XML document.
Also, How did you create your MAP data? Was this by hand or did you use some special conversion software to convert a graphic? OBC Right now, yes, by hand. I am planning on writing a "quick and dirty" level editor though. I could use Mappy, but based on the way I am doing it right now (each 'pattern' is a 1x20 character vertical 'slice' that can be repeated in a pattern to make the screen/level), it would be challenging. If you think you would find this at all useful in your own project I can certianly make it "user friendly."
Post Edited (trodoss) : 11/25/2008 4:05:35 PM GMT | | Back to Top | | |
  |  trodoss Scrub

       Date Joined Aug 2008 Total Posts : 268 | Posted 11/25/2008 11:46 AM (GMT -8) |   | @JT Cook,
Thanks! I will take a look at your screen capture and see what it might take to make it work the same. | | Back to Top | | |
 |  Oldbitcollector Professional Stuntman

       Date Joined Mar 2007 Total Posts : 3367 | Posted 11/25/2008 11:48 AM (GMT -8) |   | | | |
 |  Baggers Registered Member

       Date Joined Mar 2007 Total Posts : 1773 | Posted 11/25/2008 11:57 AM (GMT -8) |   | | | |
 |  trodoss Scrub

       Date Joined Aug 2008 Total Posts : 268 | Posted 11/26/2008 11:51 AM (GMT -8) |   | @Baggers Thanks! Working with single color graphics has been interesting. Hopefully it will turn out well (or could always be re-written later using the PropGFX if it doesn't) | | Back to Top | | |
   |  trodoss Scrub

       Date Joined Aug 2008 Total Posts : 268 | Posted 11/27/2008 10:28 PM (GMT -8) |   | @Parallel Universe Thanks, and yes, technically I could 'alter' AIGeneric further and change the background color, but right now I will probably stick with black. I have done the graphics so far with the backgound color 'black' in mind. Part of it is that it is the kind of look that some of the games it is being based on uses (think something like "Kid Icarus" for the NES). The starfield though is a good idea! I might expirament with that if I can spare the resources.
At some point I might re-write (or make a sequel, as Baggers mentioned) in higher resolution, use 4-color sprites, and use a more "smooth" (pixel-perfect) style of scrolling--taking advantage of additional resources (like the PropGFX, or the Hydra Xtreme SRAM expansion). | | Back to Top | | |
   |  Baggers Registered Member

       Date Joined Mar 2007 Total Posts : 1773 | Posted 12/2/2008 12:28 AM (GMT -8) |   | | | |
 |  Oldbitcollector Professional Stuntman

       Date Joined Mar 2007 Total Posts : 3367 | Posted 12/2/2008 11:18 AM (GMT -8) |   | | | |
  |  Oldbitcollector Professional Stuntman

       Date Joined Mar 2007 Total Posts : 3367 | Posted 12/5/2008 7:29 PM (GMT -8) |   | | | |
 |  trodoss Scrub

       Date Joined Aug 2008 Total Posts : 268 | Posted 12/8/2008 8:23 AM (GMT -8) |   | @OBC, Thanks! I am hoping to have it finished before the first of the year, so I think I have my work cut out for me. | | Back to Top | | |
  |  trodoss Scrub

       Date Joined Aug 2008 Total Posts : 268 | Posted 12/19/2008 9:01 AM (GMT -8) |   | @Bamse Thanks!
I was getting ready to clean up a few things and post an update, but my mini LCD monitor died before I could test my last few changes. I hope to have the changes tested and uploaded so that everyone can play it within the next few days (barring any further technical difficulties).
I have the game now loading the levels, and the player can actually get killed (boo!). One of the things I would like to do is add sound, so I will be investigating HDMF and/or HSS to see what I can get working. It all depends on how much extra I can 'cram' in (trying to stay < 32k for now). | | Back to Top | | |
 |  Oldbitcollector Professional Stuntman

       Date Joined Mar 2007 Total Posts : 3367 | Posted 12/20/2008 8:51 AM (GMT -8) |   | | | |
   |  trodoss Scrub

       Date Joined Aug 2008 Total Posts : 268 | Posted 1/19/2009 2:53 PM (GMT -8) |   | Just a quick note:
I got sidetracked by investigating incorporating music/SFX, and studying Bamse's tutorials on graphics, but am still working on the project.
I have made progress on 'boss' logic, and looked at addressing some of the nagging timing issues that are in the game (arrows are faster; enemies are slower). I hope to have a post-worthy update soon. | | Back to Top | | |
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