Dunno if it's already been addressed yet, but another thumbs-down from me for the "manbaby" thing - never really liked the first impression it gave me of joining the forum.
Tried it for a few minutes - it's pretty unforgiving! I think I'd like it a lot more if there was an easier mode where I could take a few hits of damage. But it has a nice solid feel and is satisfying to play after a bit of practice.
Added some parameters to my maze generation function - now I can vary the levels with a bit of predictability by calling BuildMap(spawners, minimum_distance, maximum_distance).
This produces a maze by starting with a number of randomly placed spawners, from which builders carve tunnels for a random number of blocks before turning, keeping going until they hit an existing tunnel. Here's some examples:
Also got the basics of the audio side of things in place using Bass after a bit of head scratching: no problem getting everything working perfectly except for occasional random "invalid memory addess" crashes when using a callback function to play samples in sync with events in the xm module music... solved by disabling PureBasic's debugger
The music side of things will work in a similar way to Groov - but to keep things simple I'm not going to be changing the player speed, so the tempo of the music will be always be fixed and relative to a 60 FPS framerate, with the time taken to move one block corresponding to a quarter of a beat - ie. if the player moves one block every 6 frames the tempo will be 150 BPM.
Making a bunch of tiles for the explosions and implementing a bit of code for chain reactions and to link up the explosion graphics nicely took way longer than I would've hoped - but progress is progress, so it's all good.
A single screen dot-eating game with randomly generated levels. Eating dots and other events will trigger musical sounds in time to the background music.
Bomberman-style bombs will be your main defense against enemies, but there won't be destructible walls - so instead of getting power-ups from destroyed blocks you'll get them from defeating enemies.
This will be a small and simple game just to test out some ideas - but I figured posting a devlog here will maybe help me stay motivated enough to actually see it through to completion.
Update Jan 22 : Finished for now, please let me know if there's any bugs.
Even a simple thing like naming each stage can give a game quite a bit of personality - how much less character would VVVVVV have if each screen was just a nameless section of the level?
Those all look awesome, but the video makes it seem like it's basically just a bunch of static images with changing colors and blending modes, right?
Yup - that's why I wasn't sure if it really belonged in this thread... it's basically taking sections from a stock of 1024x1024 source images and randomly blending them in different ways - so it's sort of generative art but not entirely procedurally generated.
I love that last one, Gord! It looks like a still from some kind of cellular automata thing.
Dunno if these are quite in keeping with the theme of the thread, but they're screens from a thing I made recently which produces constantly changing abstract pixelly compositions, à la Brian Eno's 77 Million Paintings:
again, i meant just the boxes -- i did feel that those boxes looked completely saturated. instead they were only almost completely saturated, which is a negligible difference and not really helpful to point out.
FWIW the difference in Eigen's comparison image is quite striking to me, so maybe a monitor or perception issue? However I pretty much agree with what you said, except regarding the colors my first thought was that the floor and bricks should be a bit more vivid rather than making the boxes less bright.
Same boxes, different background.
Same background, different boxes.
Hmm... dunno which of these I prefer but I think either is some kind of improvement?
Sorry for the cross-posting, but I wasn't sure how many people would see this in the old competitions section of the forums.
A 2D shooty platformy thing for Windows. It's not too demanding as far as CPU and graphics requirements are concerned - so should hopefully run on most systems.
Made for the A Game by Its Cover contest, then left neglected and unfinished for ages. Original forum thread is here.
Run and jump and fly and shoot. Collect rubies to powerup. Bounce your head around after you die. Find the eight fruits to win.
Did I spend the last one and a half years adding in tons of extra enemies and graphics and weapons and stuff? Nope! It's been pretty much untouched since my last post, but never completely forgotten... so I spent some time over the last few days fixing a few little things and making it releasable.
Dreamcast for me - Bangai-O, Rez, Space Harrier in Shenmue and lots of nice multiplayer memories playing lengthy sessions of Soul Calibur, Powerstone and Giga Wing.
*jealous* It's my favourite instrument of all time! I love the sound so much.
I've got a JEN SX1000 too - super fun to noodle around with but a pity the filter is a bit thin sounding.
Out of all my old gear my Ensoniq ESQ-1 is favourite - digital oscillators but analog filters, so has a nice vintage sound. It's got pretty flexible modulation routing options so is really fun to program.
I dunno if it amounts to much, but I always include some boilerplate disclaimer text in any relevant readme file:
THIS SOFTWARE IS PROVIDED "AS IS" WITHOUT WARRANTIES OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE IMPLIED WARRANTIES OF MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE.
Out of curiosity I had a look at whether Paint Shop Pro 9 has a similar issue.
It turns out that it's PNG exporter preserves the colour of all the pixels within a bounding box surrounding all the non-transparent pixels and sets the colour of everything outside the box to black.