Virtual Donkey's Demo Scene (sgdk)

Announce (tech) demos or games releases

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Chilly Willy
Very interested
Posts: 2993
Joined: Fri Aug 17, 2007 9:33 pm

Re: Virtual Donkey's Demo Scene (sgdk)

Post by Chilly Willy »

The ram attack is pretty cool. Not sure I've seen that in other (fighting) games.
Top l'âne
Interested
Posts: 29
Joined: Tue May 03, 2022 12:13 pm

Re: Virtual Donkey's Demo Scene (sgdk)

Post by Top l'âne »

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. :D

That was very funny to work on a gameplay.
A few ideas remaining and 2 or 3 free inputs left. :mrgreen:
Top l'âne
Interested
Posts: 29
Joined: Tue May 03, 2022 12:13 pm

Re: Virtual Donkey's Demo Scene (sgdk)

Post by Top l'âne »

SegaTim wrote: Mon Oct 10, 2022 8:07 pm 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 more interested in working on my own process.
All the more when I have low needs. :mrgreen:

You might appreciate the first soundFx as much as I do. This brings so much to the gameplay.

A few more things you'll discover in the video.


https://youtu.be/XaogCISc3yk


I'll now work on a couple of sprites to introduce valuable enemies. :)
Top l'âne
Interested
Posts: 29
Joined: Tue May 03, 2022 12:13 pm

Re: Virtual Donkey's Demo Scene (sgdk)

Post by Top l'âne »

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 presented during Comparade this very weekend where it received poisitive feedback.


https://www.youtube.com/watch?v=Yai0cmlU_uQ


I've learned pretty much on both coding, graphics and tracking.

A single issue remains, as described in the disclaimer.
Most emulators show sound disynchronization.

The code could be summarised this way:



main()
{
initScreen();
intro();
initScreen();
XGM_startPlay(awesomeKickAssesSoundtrack);
scene_1();
initScreen();
scene_2();

...so on
}



If any clue... :mrgreen:
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