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Posted: Tue Jun 26, 2012 3:12 am
by Chilly Willy
I was going to say, those areas were SMALL! Looks like you got it working right. Checkpoints would probably be better than appearing at the last door - as you mentioned, that could lead to recursive deaths.
As for marking the doors, maybe a door pulls at the plane, making it veer towards it instead of going straight. That would only occur when you were close.
Posted: Tue Jun 26, 2012 2:11 pm
by bgvanbur
djcouchycouch wrote:sega16 wrote:djcouchycouch your lucky I wish I could be so focused on a project but for me when something becomes difficult I sometimes end up moving on another project. I try not to though.
Do like me and have a baby!
Then you'll realize you've only got 2 hours out of the day to yourself and you don't want to waste it
But seriously, it's certainly helped in keeping me focused. It seems the more free time I have, the more I waste it doing nothing.
I definitely agree with this. Your game looks amazing, great progress so far!
Posted: Wed Jun 27, 2012 6:40 pm
by zhengyaxin_8bit
oh! My god,I can't open this web http://www.youtube.com,I want to look the game you talk about,too.

Posted: Wed Jun 27, 2012 6:56 pm
by djcouchycouch
zhengyaxin_8bit wrote:oh! My god,I can't open this web http://www.youtube.com,I want to look the game you talk about,too.

Are you saying that
www.youtube.com is blocked for you? The main page to my video stream is
http://www.youtube.com/user/djcouchycouch?feature=mhee
EDIT: Looks like it is, according to wikipedia:
http://en.wikipedia.org/wiki/List_of_we ... c_of_China
Posted: Wed Jun 27, 2012 7:02 pm
by fletto
This may help you get through the Great Firewall:
http://us.dongtaiwang.com/loc/download.en.php
Re: Goplanes
Posted: Sun Jul 15, 2012 6:42 pm
by letoulousain
djcouchycouch wrote:
It's another on a long line of remakes/conversions of a game I made a long time ago, called Goplanes.
DJCC
Beautiful ! Great job, your game is very fluid moving freely it's cool

Re: Goplanes
Posted: Sun Jul 15, 2012 7:44 pm
by djcouchycouch
letoulousain wrote:Beautiful ! Great job, your game is very fluid moving freely it's cool

Thanks so much!
Posted: Mon Jul 16, 2012 1:13 am
by djcouchycouch
Genesis Dev Video 017
http://youtu.be/qrsaF8h60uI
EDIT: looks like the original link wasn't good. It's fixed now.
From the description:
Music! Sound effects!
(You should probably raise the volume. I think it recorded soft)
Finally figured out the whole music production pipeline using the Echo sound driver and tools for Sega Genesis.
Echo is worked on by sikthehedgehog and oerg866. You can find it here:
https://github.com/sikthehedgehog/Echo
I used the C version.
What you hear is a song composed in OpenMPT which has been converted for Echo. It took a while and some thought to get to that point
Yes, the music is nothing but plink plink notes and the "sound effect" is just a chord but it proves that the production pipeline and in-game player work. I'm not a music composer
What you see in the video specifically are:
- a background music track playing. it plays a note on all 10 channels. No PCM effects at the moment.
- a sound effect when the player shoots. it takes the first three channels.
- the sound continues to play without interruption when the level section changes. No stuttering at all, which is great.
Finally the last remaining big unknown has been figured out. Phew!
Also, totally random: trees!
Posted: Sat Jul 21, 2012 7:10 pm
by Chilly Willy
Sik has updated Echo, so you might pull the latest updates and try again.
Oerg answered my PM over at Sonic Retro - has passed on the message about the bug to Sik, who is the one who works on that. A quick glance at the code shows it should work now.
Posted: Sat Jul 21, 2012 11:47 pm
by djcouchycouch
Chilly Willy wrote:Sik has updated Echo, so you might pull the latest updates and try again.
Oerg answered my PM over at Sonic Retro - has passed on the message about the bug to Sik, who is the one who works on that. A quick glance at the code shows it should work now.
Yep, thanks! I got a flurry of emails from him today about the fixes. I hadn't heard from him in a week. I figured he was on vacation or something

Posted: Sun Jul 22, 2012 12:59 am
by Chilly Willy
djcouchycouch wrote:Chilly Willy wrote:Sik has updated Echo, so you might pull the latest updates and try again.
Oerg answered my PM over at Sonic Retro - has passed on the message about the bug to Sik, who is the one who works on that. A quick glance at the code shows it should work now.
Yep, thanks! I got a flurry of emails from him today about the fixes. I hadn't heard from him in a week. I figured he was on vacation or something

Well, some days you're busier than others. I sometimes may go a week before I can catch up on forums and email and the like.
Posted: Tue Jul 31, 2012 12:53 pm
by djcouchycouch
It's only been two weeks since my last update, but it sure feels like a long time!
Still working on sound/music stuff. I've got a workable production pipeline, now it's to actually go and write content. This is the part I knew I'd get stuck on

I've got a song riff/idea going already, I just need to work on it a lot more. I just need to compose one temporary song and then I'll move on to sound effects.
As soon as I can get over this hump, I'll be able to work on more visible stuff.
Posted: Wed Aug 22, 2012 9:57 pm
by djcouchycouch
Genesis Dev Video 018
http://youtu.be/kXaZrc-IXZA
From the description:
It's been a while!
Added an in-game debug menu, a place to add helpful stuff like enabling and disabling a debug flying mode.
Disabled the music and sound effects for now. Will revisit this later.
Also cleaned up the project files a little bit.
Posted: Wed Aug 22, 2012 11:35 pm
by Chilly Willy
Very cool - and when it's done you can change the name from "debug mode" to "cheat mode".

Posted: Mon Sep 03, 2012 1:28 am
by djcouchycouch
Goplanes Dev Video 019
http://www.youtube.com/watch?v=rgVpW8EL ... 99gCXylNKg
From the description:
Last May I was retarded and removed the scrolling code that supported large maps. Thought I could do with maps that fit into 64x64 sections or really tall maps. In the end, that was a bad call. (who saw that one coming!?) So I spent part of the weekend shoving it back in there. Doesn't support coins yet but it'll do so again soon.
I originally took it out because it was slow and complicated, but I've got some ideas of how to make it faster and still support large maps with coins.
Also fixed a long standing issue where the code didn't support maps taller than 64 tiles. It only supported long maps.
So the video shows a large 256x128 map with enemies and blocks.