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Announcements And Comments > Here is my 1st GBA public Demo...

#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.