#6727 - DrJelly - Mon Jun 02, 2003 9:49 am
Here is my 1st GBA public Demo...
Its a little side scroller, not a real game but more of a tech demo...
Please read the credits and let me know what you think of the demo!
-Drew (Dr. Jelly)
get it HERE:
http://www.drewmedina.com/drewart/ToonboyGBA.zip
#6734 - Lord Graga - Mon Jun 02, 2003 12:46 pm
I think that it is a OK first demo, is the GBA your first platform?
I think that the controls is kinda hard, they aren't very good at all...
#6738 - niltsair - Mon Jun 02, 2003 2:12 pm
I really like the graphic style. And it's great, especially for a first try at GBA. While the running slow down is also a nice 'realistic' effect, it makes it hard to jump on platform, so you should either make the platform larger, or cancel the 'slowdown' when jumping.
#6784 - jenswa - Mon Jun 02, 2003 7:38 pm
That looks nice,
just a little more collision detection and your done.
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#6826 - DrJelly - Tue Jun 03, 2003 6:20 am
thanks guys..:)
I agree, the collision detection needs work, has to do with my sprite not the engine...
"I think that it is a OK first demo, is the GBA your first platform? "
no, I've done games for ps1,ps2,xbox,GC...all professional, this is my 1st venture into indie game console dev...
I wonder why it hasn't been posted in the main page, I submitted the demo... :(
is this the right email?
news[SAT]gbadev.org.
does that mean news@gbadev.org ??
thanks
#6846 - MumblyJoe - Tue Jun 03, 2003 1:02 pm
Nice work man, looks like you have a pretty good understanding of the system, just gotta run with the idea.
By the way, I like your jump physics, I can never get things to look like they are affected by gravity correctly.
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#6853 - niltsair - Tue Jun 03, 2003 2:16 pm
Yes, but it usually takes 4-5 days before they look it at and then put it on the main site.
#6857 - tepples - Tue Jun 03, 2003 6:19 pm
MumblyJoe wrote: |
I can never get things to look like they are affected by gravity correctly. |
Most games seem to handle gravity by doing Euler numerical integration on the equations implied by Newton's laws. The resulting difference equations, translated into C, look something like this: Code: |
dy += gravity;
y += dy;
x += dx; |
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#6888 - JL - Wed Jun 04, 2003 7:20 am
Hey dr. Jelly,
Looks, good! Why not port your shaman 2d scroller thingy to the gba (yeah I checked your website, cool stuff!).
Grtz,
JL
#6890 - DrJelly - Wed Jun 04, 2003 7:41 am
funny you mention that...hehehe
getting the same quality on the GBA is the challange..ram heavy artwork
i need to dig up the source art, made that 3 years ago...
thanks for checking it out!
#6904 - JL - Wed Jun 04, 2003 12:40 pm
Hmmm...I only looked at the shaman screenshots (I didn't play it) and it reminded me of Abe's Oddworld, and I loved that game so that's why I mentioned it :-).
Ofcourse, the original Abe had no scrolling so it would be no problem to make something like that on a GBA (just store your gfx compressed in memory and you're done).
Then again, in my opinion, the lack of scrolling was a weak point of Abe so right now I'm trying to do something like that on GBA but with scrolling.
Grtz,
JL
#7053 - DrJelly - Sat Jun 07, 2003 12:05 am
next version will 'hopefully' use a dynamic tile engine...meaning HUGE levels, with little or no tiling... depends on weather the programmer I'm working with can do it, which I know he can. (very smart dude)
#7167 - bitshifter - Wed Jun 11, 2003 6:54 am
Wow, I love the art, it's so unique. The engine looks like it will be great too.