Search found 29 matches

by Top l'âne
Tue Nov 12, 2024 1:39 pm
Forum: Demos
Topic: WIP Satan Claus - Mega Drive / Genesis / 32x
Replies: 13
Views: 31907

Re: WIP Satan Claus - Mega Drive / Genesis / 32x

I had not read this forum for a while.

This project has grown up so well.

Great work SegaTim!
by Top l'âne
Sun Nov 10, 2024 3:54 pm
Forum: Demos
Topic: Virtual Donkey's Demo Scene (sgdk)
Replies: 18
Views: 39685

Re: Virtual Donkey's Demo Scene (sgdk)

Hey Friends!

Long time no see.

My previous message was from february 2023.
I felt ill on march. You might have heard about something called "coronavirus"... :x

I've jumped back in SGDK at the very beginning of 2024 and reload a demoscene project.
I'v worked all this year and my work was ...
by Top l'âne
Mon Feb 06, 2023 5:31 pm
Forum: Demos
Topic: Virtual Donkey's Demo Scene (sgdk)
Replies: 18
Views: 39685

Re: Virtual Donkey's Demo Scene (sgdk)


The hardest part is the collision maps. And their scrolling. Take care of it...


I've changed my mind. :)

The project is no longer a board game.
I've added a classical side scrolling effect introducing dynamic redraw of the background.
I decided not to use the SGDK's MAP_utility. I felt much ...
by Top l'âne
Thu Nov 10, 2022 1:21 pm
Forum: Demos
Topic: WIP Satan Claus - Mega Drive / Genesis / 32x
Replies: 13
Views: 31907

Re: WIP Satan Claus - Mega Drive / Genesis / 32x

Show Santa Claus a few mercy!


Big job SegaTim.
You must have spent pretty much time on the level design.
by Top l'âne
Mon Nov 07, 2022 5:24 pm
Forum: Demos
Topic: Virtual Donkey's Demo Scene (sgdk)
Replies: 18
Views: 39685

Re: Virtual Donkey's Demo Scene (sgdk)

Yes Willy, this sounded great when I first thought about that.^^
I'd like to add a few side effect(s). The hurted one would splash on the edge of the screen and get stunned. It could even hurt enemies behind.

Ram attack can be seen on TMNT Hyperstone (kind of).
You've mostly fogotten... Golden Axe ...
by Top l'âne
Sun Nov 06, 2022 4:52 pm
Forum: Demos
Topic: Virtual Donkey's Demo Scene (sgdk)
Replies: 18
Views: 39685

Re: Virtual Donkey's Demo Scene (sgdk)

Hey Friends,

here is a cool update of the Samurai project.

It brings you a large move list using a 3 buttons pad:
-quick slash / heavy blow / counter attack
-slide attack / ram attack
-double jump / wall jump
-diving blow / diving blows combo

This demo also presents 4 enemies on the same ground ...
by Top l'âne
Tue Oct 11, 2022 12:08 pm
Forum: Demos
Topic: Virtual Donkey's Demo Scene (sgdk)
Replies: 18
Views: 39685

Re: Virtual Donkey's Demo Scene (sgdk)

I'm a coward, I do not deal with map collision and map scrolling... :mrgreen:

To go through this very first game project, I was much more aiming to create a board game (mainly).

To be true, this is a good opportunity to work on a small map collsion engine, at least. I should make some effort this ...
by Top l'âne
Mon Oct 10, 2022 9:05 am
Forum: Demos
Topic: Virtual Donkey's Demo Scene (sgdk)
Replies: 18
Views: 39685

Re: Virtual Donkey's Demo Scene (sgdk)

That's right Willy.
First, I confess many difficulties to code juming effects. What you see in the latest demo remains quite... acceptable. :roll:
Then, I do not spend time on gfx/animation until I feel much more satisfied by the gameplay. Top priority. What you see there are only a few rough ...
by Top l'âne
Sat Oct 08, 2022 12:37 pm
Forum: Demos
Topic: Virtual Donkey's Demo Scene (sgdk)
Replies: 18
Views: 39685

Re: Virtual Donkey's Demo Scene (sgdk)

Hi all!

Here is an update of this project.
First of all, I've been working on an extended move list:
-Double Jump:
may lead to: -Diving Blow
-Wall Jump (if you've reached the edge of the screen), it allows you to perform:
-Heavy Diving Blow

-Heavy Ground Attack (disable any other move until ...
by Top l'âne
Sat Sep 24, 2022 12:11 pm
Forum: Demos
Topic: Virtual Donkey's Demo Scene (sgdk)
Replies: 18
Views: 39685

Re: Virtual Donkey's Demo Scene (sgdk)

Hi!


A very few news about Sphere . I've started creating the intro. This will require a serious amount of graphic ressources. Let's go...!


And a very few news about Samurai .
I've started reading the source code of Metal Slug Warfare by french coder Vetea.
Happy to found a couple of ideas I ...
by Top l'âne
Mon Sep 12, 2022 8:18 am
Forum: Demos
Topic: Virtual Donkey's Demo Scene (sgdk)
Replies: 18
Views: 39685

Re: Virtual Donkey's Demo Scene (sgdk)

Hello Friends!!


I'm glad to introduce you two new projects.
To start with, let's celebrate the birth of the next musical demo, know as Sphere .
I've worked on a couple of effects and a few graphics.
I've laid down a short storyboard to direct the plot and have started working on an original guitar ...
by Top l'âne
Mon Aug 29, 2022 12:06 pm
Forum: Demos
Topic: Virtual Donkey's Demo Scene (sgdk)
Replies: 18
Views: 39685

Re: Virtual Donkey's Demo Scene (sgdk)

Hey guys!

Things are getting much more interesting.


Where is my pixel:

https://www.youtube.com/watch?v=WOZI7w1jo8o


The rom:

https://virtualdonkey.itch.io/where-is-my-pixel
by Top l'âne
Thu Aug 25, 2022 12:46 pm
Forum: Announcement
Topic: Hello you all
Replies: 8
Views: 70852

Re: Hello you all

Replies! :shock:

I've just noticed it.

@Amateur: I had sent you a PM in the meantime to know more about your current... endeavors. :mrgreen:
Considering we both work on SGDK v1.7, I would all the more suggest a short associative project (everyone who feels concerned by this idea is welcome by ...
by Top l'âne
Tue Aug 23, 2022 3:34 pm
Forum: SGDK
Topic: text and transparency
Replies: 3
Views: 13800

Re: text and transparency

@amateurSC:
I only use the VDP_drawTextEx();
I use the last color from 4 existing palettes in the demo. (bricks, sprites...).


I have not worked on this problem yet but I have noticed lately that my graphic tool (mtpaint), saves images with a -1 as defaut transparency state.
I considered this could ...
by Top l'âne
Fri Aug 12, 2022 9:22 am
Forum: SGDK
Topic: text and transparency
Replies: 3
Views: 13800

text and transparency

While making my previous demo I faced an unexpected issue of priority display with text.

Here, text and hud are both set on BG_A, but the box of the text smashes the tiles instead of transparency:

https://zupimages.net/up/22/32/pomy.png


In this other case, text and tiles are set on BG_B, and ...