#46178 - revo - Tue Jun 21, 2005 12:22 pm
I don't know if this section is appropriate, but I want to introduce my game concept, which I'm going to implement on NDS (as fast as I get one :) )
I want to get your opinion about it, so here it is: http://cb.revo.pl - there is some Windows implementation, that AFAIK works on WINE (with gdiplus.dll).
There are some bugs, but I'm not going to fix them - NDS version will be fully reimplemented, so there is no sense.
I'm curious what do you think about it :>
_________________
[ sorry for all mistakes, but my english isn't as good as I wish it to be ]
Last edited by revo on Wed Jul 06, 2005 5:30 pm; edited 1 time in total
#46180 - Mollusk - Tue Jun 21, 2005 1:19 pm
That's a pretty nice concept :) It looks just like kirby, though...
#46191 - strager - Tue Jun 21, 2005 3:34 pm
This is a great game. Not very easy to control with the mouse, but I bet that could be fixed with the DS.
Something else that bugs me is that you need to control where the screen moves. I was thinking there could be a little imagionary box (about half the size of the scren) where the ball can move without forcing the screen to move.
Otherwise, good job, and good luck on the port.
#46209 - tepples - Tue Jun 21, 2005 6:56 pm
From the web page:
Quote: |
we are deciding on placing lines, that ball will bounce |
Yoshi's Touch and what?
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.
#46220 - Xtreme984 - Tue Jun 21, 2005 9:09 pm
yeah, I thought that method of controlling the ball sounded familiar.....
#46234 - WhereMyArm - Wed Jun 22, 2005 2:25 am
Kinda really feels like Kirby Canvas Curse, only alot harder to conrol where the ball is going to go.
#47232 - revo - Wed Jul 06, 2005 5:29 pm
Ok, here is first test for NDS. It's working in framebuffer mode. If it works on hardware, please give me some photo - I don't have flash cart jet ;)
It works pretty good on DSEmu 0.4.3 (on 0.4.4 slower), on IdeaS is too slow to test, on Dualis touch screen isn't working :(
Waiting for your opinion - it's my first DS 'demo' ;)
http://dscode.revo.pl/demos/cbt1.zip
_________________
[ sorry for all mistakes, but my english isn't as good as I wish it to be ]
#47234 - CyberSlag5k - Wed Jul 06, 2005 6:11 pm
Puts some new spin on a familiar concept. Looks promising.
Nice work!
_________________
When you find yourself in the company of a halfling and an ill-tempered Dragon, remember, you do not have to outrun the Dragon...
#47251 - Sausage Boy - Wed Jul 06, 2005 8:00 pm
It does indeed run on hardware.
I even took you some pictures (bad ones, but they're better than nothing).
http://www.gasp3.l2p.net/ConceptBall/
_________________
"no offense, but this is the gayest game ever"
#47258 - revo - Wed Jul 06, 2005 9:40 pm
Thank you very much ;)
_________________
[ sorry for all mistakes, but my english isn't as good as I wish it to be ]
#47262 - Sausage Boy - Wed Jul 06, 2005 9:56 pm
You're welcome
_________________
"no offense, but this is the gayest game ever"
#47356 - doublec - Thu Jul 07, 2005 11:35 pm
I'm curious why it got slower on DSEmu 0.4.4 or why it's slow on Ideas. How are you doing the main loop? Are you using switWaitForVblank? Or looping on the VCount register? If the latter, DSEmu definitely runs slow in that case.
I'll see if I can track it down from the emulator side.
#47357 - revo - Fri Jul 08, 2005 12:46 am
doublec wrote: |
I'm curious why it got slower on DSEmu 0.4.4 or why it's slow on Ideas. How are you doing the main loop? Are you using switWaitForVblank? Or looping on the VCount register? If the latter, DSEmu definitely runs slow in that case.
I'll see if I can track it down from the emulator side. |
Ok, I tested on thing and it's working faster on emulators ;)
It was so stupid - I put all code into vblank interrupt handler, but I thought, that it should work correctly. Now, when it's moved to main loop it woks fine: http://dscode.revo.pl/demos/cbt1_2.zip
_________________
[ sorry for all mistakes, but my english isn't as good as I wish it to be ]
#47364 - dagamer34 - Fri Jul 08, 2005 4:42 am
revo wrote: |
doublec wrote: | I'm curious why it got slower on DSEmu 0.4.4 or why it's slow on Ideas. How are you doing the main loop? Are you using switWaitForVblank? Or looping on the VCount register? If the latter, DSEmu definitely runs slow in that case.
I'll see if I can track it down from the emulator side. |
Ok, I tested on thing and it's working faster on emulators ;)
It was so stupid - I put all code into vblank interrupt handler, but I thought, that it should work correctly. Now, when it's moved to main loop it woks fine: http://dscode.revo.pl/demos/cbt1_2.zip |
Yah, the VBlank interrupt should really only be for graphics code and the like, and leave the rest of the processing to the main loop. Otherwise, your VBlank code gets bloated very quickly the more complex it gets, hence the slowness.
_________________
Little kids and Playstation 2's don't mix. :(
#47392 - tepples - Fri Jul 08, 2005 3:13 pm
On the other hand, Super Mario Bros. for NES runs everything off the vblank interrupt.
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.