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Happy Diver 2.0

Started by Sigtrygg, January 11, 2013, 03:13:59 PM

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Sigtrygg

Hello Community!

I have been working at Happy Diver 2.0 since November 2012.
I am not ready with the game, but I hope I still will finish it in January.
Here you can see some screenpictures of the game.
I am going to publish it complete with sourcecode and media again.

Bye,

Sigtrygg



ATLUS

Looks better than first version. Good Luck!

BlinkOk

very nice mate. looking forward to playing it

bmorris

Quote from: BlinkOk on January 11, 2013, 04:22:49 PM
very nice mate. looking forward to playing it
+1.

Does it play like an underwater Mario level?

micky4fun

Hi All

Looking good Sigtrygg , keep the good work up
QuoteDoes it play like an underwater Mario level?
that would be cool

mick :)

kevin


it's looking like a nice progression from the original. 

Sigtrygg

Thank you all for your comments!
It's pitty that I don't know Mario's underwater level.
But try of your own.
At the moment I have still the problem that sometimes
some fishes stick at the wall. Maybe I still haven't found
the right collision mode. I use LineHitSpritePixels and
this works good. For some fihes I use SpriteHitMap and
there it happens that sometimes fishes get sticked at the
wall. But I try further...
Untill soon,

Sigtrygg

micky4fun

Hi all

QuoteIt's pitty that I don't know Mario's underwater level.
here is a video , underwater part 40seconds onwards
http://www.youtube.com/watch?v=dZhlUPSxxRM
just adding some bubbles will give this effect

Quotesome fishes stick at the wall. Maybe I still haven't found
the right collision mode.
would not worry to much about that , when you have a demo up someone will sort that part out

mick :)

Sigtrygg

Now I have seen, Mario's underwater world. But it seems that there exist more than
one version of it. In the newer version they used a very nice background and I like
the implementation of watereffects. I know a game named Nemo for the child-console
VTech http://www.youtube.com/watch?v=5asFwPw7_8Q
They realized the watereffect by moving one row with the other. I don't know how
to realize it with PlayBasic, bu maybe it is possible.
I found now a possibility to get rid of sticking fishes. I used position set off, if sprite
reaches the difined border.
But you will see it soon. Maybe the community has a better solution for it.

Bye

Sigtrygg

kevin


most old school games use sinus wave for water.. Thesius XIII

Sigtrygg

Sinus wave for water? O.K., I have to take a look at Thesius, soon.
Now, first I post Happy Diver as it is.
You have to try which resolution work with your system.
Please let me know, if you find any bugs.  ;)
Of course, I don't want you as Beta-Tester, but although I played
through the game I guess there will be some bugs exist.
But first have fun!!  I have got it by writing that game with PlayBasic  :)

Sigtrygg

http://rghost.net/43112953


monkeybot

Kevin,
is it more efficient to write the wave once to an image and move it or to  re-plot the wave each time?

Thanks

MB


micky4fun

#12
Hi all

nice work Sigtrygg , seems to play fine , could av some bubbles coming from diver , i have a small gfx's glitch as shown in picture , some  bits here and there
another thing you might want to do is when controlling with space key to move once its released rather than diver just stop , let him come to a slow halt , just a bit more relistic i think

a lot of hard work going into this from what i can see , keep it all going

mick :)

ps haaah, the glitch is on 1.64N2 so proberly ok on latest version

kevin


Sigtrygg,

     This has come a long way.. but sadly there does seem to be a few similar faults to the previous editions.    The most serious would be OpenScreen usage.  Never... ever.... load media then change resolution.  It might work some people, but it'll completely fail for others..   What you should do, is have the user select the resolution before any in game media is loaded.   Or If the resolution is changed in game, then you'd have it reload all the media.   Since the change of resolution destroys the surfaces.   


monkeybot ,

Quoteis it more efficient to write the wave once to an image and move it or to  re-plot the wave each time?

   Whatever copies the least amount of memory.


bmorris

I've just been playing it. Visually, I like the simple-ish gfx, although I think the water looks too plain compared to the textured land; maybe the water could have a wee bit of texture too (not necessarily dynamic). In terms of diver movement, my main thing to say is that it felt too slow to me, and it makes me wonder if you could include speed-ups. And I sympathise with Micky's comment about the sudden stopping, although I must admit I liked the ease with which a chest of gold can be nabbed this way!

I presume the objective is to collect all the gold? And that new objects/features will come in in subsequent levels?

All in all, it's a good, playable game, very PlayBasic.