Je voudrais pouvoir faire une série "tutorielle" pour introduire progressivement les concepts de mon moteur de jeu et fournir une base de travail à d'éventuels game-makers amateurs qui voudraient s'essayer sur DS. Je voudrais aussi qu'ils puissent avoir quelques graphismes de référence, y compris les personnages.ç'aurait pu être la bestiole de Pipemare (RSD), mais j'ai … Continue reading Qui est volontaire ?
Category: tutoriel
runme + assault = todo
I'd love to have the time to provide a real tutorial for people to start working with libgeds. So far, the best I have is a package with 8-bitifed graphics for AppleAssault and the corresponding game/character scripts... which -- thanks to some work I did a few weeks ago -- now also comes with a … Continue reading runme + assault = todo
cleaning up a git repository …
That's just some misluck: your git push is taking ages to complete. By checking it out later on, you realise you have pushed videos that do not belong there. git rm Videos/* is merely placing a curtain over a broken window: videos are still in the repository, they still make any clone über-huge.Take your TARDIS … Continue reading cleaning up a git repository …
Rope it up!
Paul's tutorial on ladders was on my "readme" list for the Cybook last night. I liked how he motivated them as a way to introduce discontinuity in control mechanics and physics response. It sounded "Eureka" in my mind and I wanted to go further, so I asked Bilou and Bouli to illustrate the other concepts … Continue reading Rope it up!
VRAM_E_LCD
I previously messed up with the sources of "Tetris Attack" to gain experience with DS development. Among the things Sten used, there was multi-palette display, using an extra bank of VRAM instead of the "regular" PALETTE_BG and PALETTE_SPRITE. videoSetMode(MODE_0_2D | DISPLAY_BG0_ACTIVE | /* the background */ // ... more settings DISPLAY_BG_EXT_PALETTE); // 128K vramSetBankA(VRAM_A_MAIN_BG); // … Continue reading VRAM_E_LCD
One git to rule them all …
Noticed how apparently simple things tend to turn into giant mess if left unattended ? That seems to be the case with game art as well. Revision, recoveries, distributed development and project shifts have turned my 4 sprite files into a nightmare of name-collisioning fellows. Giiiit tooo the Rescuuue!Petit rangement d'été grâce à Cyril qui … Continue reading One git to rule them all …
Dumblador turns back
if (document.images){stillBLTURN=new Image; playingBLTURN=new Image; stillBLTURN.src = "http://4.bp.blogspot.com/-iUnJiq-XeVg/T7t0W80vaxI/AAAAAAAADlg/uIpWymphonM/s320/bladorturn.png"; playingBLTURN.src= "http://i.imgur.com/2yUdH.gif";}Here it comes. Some final tweaks on dumblador's "walk to the right" animation last night and I now have a CompoundGob that turns back when it encounters a wall (how sweet ^_^) Dumblador avance et fait demi-tour. L'occasion de revenir sur le fonctionnement des personnages dans … Continue reading Dumblador turns back
Sonic Physics Guide
ça faisait un moment que je n'étais plus tombé sur de la lecture chouette comme celle-là. "pentes & blocs à pousser", "collisions", "gestion de la camera", etc. Ca va me faire de la lecture ... Attendez-vous à ce que je vous en dise d'avantage dans les prochains jours.A neat pick: the Sonic physics Guide starring … Continue reading Sonic Physics Guide
update on BG colors.
So that's the tileset as you know it so far. Used in "greenwoods demo" and "Apple Assault". It took me a few more missed attempts while trying to blindly copy Eyecraft's colours but I finally got it working... And what made it work was to build up a mockup first (the small image nearby) with … Continue reading update on BG colors.
ATTR0_ROTSCALE : partie I
Tout comme le GBA et la SNES, la DS est capable de zoom et "rotations" sur un sprite. Une fonction quelque peu obscure, sans doute parce que liée à une implémentation hardware alors qu'on serait tenté de penser "transformations géométriques" (comme dans le cas d'OpenGL) ou "programme de rendu". Eh bin non. Puisque je projette … Continue reading ATTR0_ROTSCALE : partie I