hi all
well been mucking around with website for a little while , will get it up and running soon , also other ideas here and there
but while surfing the internet i stumbled across this and it bought back so many memories of years ago when buying games on cassette and waiting 15 mins for them to load or bomb out
just remembered when you went into the shop to buy a new game and you looked at the front and back of cassette to see what game was about , so many of them had nice artwork images on the cassette
that made you thought how cool the game must be , but the actual gfx's you got on your tv screen was nothing as good , nothing like the cassette portrayed.
here is an example of the cassette artwork on a game called pooyan , looks good for 1984 , 27 years ago , as it happened the in game gfx's was not to bad on this one
so i thought i would give this game a go , what i have done here is take the cassette artwork and used it in my game.
still early doors at the moment , and they have got no balloons yet , anyway will crack on
Watch On YouTube (http://www.youtube.com/watch?v=4ORE4tP-eZE)
mick :)
it's looking pretty good already.
Quotebut the actual gfx's you got on your tv screen was nothing as good
True, but to be fair its not like the machines back then had sort of the memory or grunt to display better representations. Just one of the sprites in your version is probably larger than the entire 8bit game (code, gfx & sound included)
If you're looking for a challenge a crank up the Vic-20 Emulator sometimes.. :)
looks great mick. using the cassette artwork in the game is a brilliant idea!
Pooyan was a great arcade game. Looking forward to a good remake :)
hi all
QuotePooyan was a great arcade game. Looking forward to a good remake
well if you know anyone thats going to do a good remake please let me know , lol , well i will give it a bash
but dont expect to much , but i will give it a shot. thanks buggage
Quotelooks great mick. using the cassette artwork in the game is a brilliant idea!
yep thanks blinkOk
well not a bad idea using the artwork , but its not a great hi-res scan of artwork so images are okish , so i have used 800x600 screen to help overcome gfx's and also seems to res to use anyway
i have now moved the right hand of the screen over to the left a bit so it keeps the aspect ratio more in line with the game , as it would be better with the screen rotated 90 degrees , so scoring is going to be on the far right.
QuoteIf you're looking for a challenge a crank up the Vic-20 Emulator sometimes
yep think i will do that one day , only had a vic 20 for a few months yonks ago , only had a handfull of games on that , blitz springs to mind , airplane going over dropping bombs on skyscrappers to lower them so plane can land safely
ok heres a slightly uptodate clip of game , with the basic's in place , will tap away when possible and get back soon
mick :)
Watch On YouTube (http://www.youtube.com/watch?v=K3IWQnhMI7U)
if you post the image of the wolf on the ground i could try to animate him if you think that would help
hi all
ok BlinkOk ,
thanks for trying to give him some kinda animation , i was just going to try and shuffle he's feet , as you can see they are not fantastic images but do the job in getting the game up and running
mick :)
walk cycle, pretty ordinary effort but in the end i redrew him and animated him in flash (which i,m not used to). i hope this doesn't depart too much from the style of the art work.
(http://i93.photobucket.com/albums/l75/blinkok/bwolf1.gif)
now the background is magenta (it has to be because there's black in the character)
Mick: I like the idea. Waiting to get to playing it =)
BlinkOK: Nice! Wish I could animate as good :S :D
hi all
thanks blinkOk , yep he is fine , i will get a demo up soon
thanks Laskiapina , thought it would be something to muck around with , hope you are still working on your game
mick :)
Quoteyep think i will do that one day , only had a vic 20 for a few months yonks ago , only had a handfull of games on that , blitz springs to mind , airplane going over dropping bombs on skyscrappers to lower them so plane can land safely
I think remember that one, Omega Race, Gorf and of course Shamus are about the only one's that i can really remember playing.
You've just given me an idea for compo :)
Also, does www.micky4fun.co.uk have PHP support ?
hi all
Quotedoes www.micky4fun have PHP support ?
well to be honest i dont know what this is , its just a basic website , just got a 100 meg download , its just to put up a pic of game and a download button for that game . also just what project that i am doing at that time , only basic stuff , as all over my head i affraid.
i see on your developer's blog that www.graphicsforgames.com may supply some images for us guys on here , that would be a great help for most of us i think , if that does hapen
also i have just ordered a acer windows 7 tablet , im hoping that it will run playbasic games on it without any problems
i will let you know the results , as i see more and more tablets coming out , proberly replace the laptop in time , but android will proberly
be the way to go
just re-did my coding a bit over the last few days , to make it easier to follow and add to
will get stuck into it over the weekend , as i have plently of spare time
mick :)
Quotewell to be honest i dont know what this is , its just a basic website , just got a 100 meg download , its just to put up a pic of game and a download button for that game . also just what project that i am doing at that time , only basic stuff , as all over my head i affraid.
It's a server side programming language, it's no harder than PB.. just bigger. Send us an email (http://www.underwaredesign.com/?page=contact) and it'll send you some script to try out. All you do is upload the file to your server and point your browser at it.. It'll either work, or fail :) - I should have it installed though.
Quotei see on your developer's blog that www.graphicsforgames.com may supply some images for us guys on here , that would be a great help for most of us i think , if that does hapen
yeah, it'd be handy.. but we'll see when something arrives.
Quotealso i have just ordered a acer windows 7 tablet , im hoping that it will run playbasic games on it without any problems
i will let you know the results , as i see more and more tablets coming out , proberly replace the laptop in time , but android will proberly
be the way to go
At long as it's X86 based it should run. Providing there's a DX9 installer
i forgot this game, i played this game in NES, Great idea micky4fun ;)
Quotewell not a bad idea using the artwork , but its not a great hi-res scan of artwork so images are okish , so i have used 800x600 screen to help overcome gfx's and also seems to res to use anyway
maybe this (http://www.nes-snes-sprites.com/Pooyan.html) could help u to recreate the needed sprites...
btw... nice work... love this game in my young days...
hi all
QuoteIt's a server side programming language, it's no harder than PB.. just bigger. Send us an email and it'll send you some script to try out.
ok will do , just get this finished , thanks
yep thanks for the link Big C.
i did try them , but they made game look very 8 bit , but thanks for going to the trouble
ok here is where i am at the moment , still loads to do , just re run the program once all 30 foxes have dropped , timings in all departments still need sorting out as well as x and y speeds on foxes food etc
mick :)
latest download on lower post
latest
http://www.youtube.com/watch?v=Wg-QOZtBZV0
haha. lookin good mick! mouse control is a good idea
Mick,
you don't need the left right sets of frames, just scale the sprite negatively.
[pbcode]
path$="Enter the Location of the pooyanv4 walking frames Here"
Dim WalkAnim(9)
For lp=1 to 9
name$="W"+digits$(lp,4)+".png"
img=loadnewfximage(path$+name$)
rendertoimage img
imagemaskcolour img,point(0,0)
WalkAnim(lp)=img
next
rendertoscreen
Setfps 60
Spr=NewSprite(100,300,0)
SpriteDrawMode Spr,2
AutoCenterspritehandle Spr,true
Direction#=1.25
CurrentFrame#=1
Do
cls 0
g1=$004000
g2=$408f60
ShadeBox 0,300,800,600,g1,g1,g2,g2
; move his
movespritex spr,Direction#
; check if it's beyond the 300 limit
if GetSpriteX(Spr)>300
; if so, reflext this image and change direction
positionspritex spr,300
Direction#*=-1
ScaleSpriteX spr,-1
endif
; if check it;s bellow the 100 limit
if GetSpriteX(Spr)<100
; if so, reflext this image and change direction
Direction#*=-1
positionspritex spr,100
ScaleSpriteX spr,1
endif
spriteimage spr,WalkAnim(floor(CurrentFrame#))
// bump the animation frame
CurrentFrame#+=0.25
if floor(CurrentFrame#)>GetArrayElements(WalkAnim())
CurrentFrame#=1
endif
// draw the dude
drawallsprites
Sync
loop
[/pbcode]
hey mick, are you going to do both modes or just the first one?
Hi all
yep thanks for the info and code Kevin , i will study this later , i have been playing with my tablet the last 2 days , trying to get it to go faster , its not great but ok , i will post a PlayBasic game running on it in a few days time on forum
ok now im back on this game , did a few hours today and level one or first part of game is not far from done
as you can see i have got foxes to climb ladder anb breath fire once landed
Quotehey mick, are you going to do both modes or just the first one?
yep blinkok will do both and even try a 3rd different one if i can ,
here it its at the mo , yep another youtube video
i am not playing the game , just letting run , even though pig gets killed early , this is just to show foxes climbing ladder and fire
mick :)
The video is showing some real quality programming, there's some nice stuff happening with collisions and foreground/background stuff seems to be well thought out.. and the flames are nice touch... :)
this is comming along cool. i also like the flames, and the rocks movement and bounce.
i also like the wolf graphics blinkok did.
keep up the good work guys.
stevmjon
hi all
yep thanks guys , is coming along slowly , the fire breathing dont really go hand in hand with foxes/wolves , more like dragons , it was going to be them puffing , wind blowing , but then again dont see many foxes floating about with balloons so i thought fire would be ok
Quotei also like the wolf graphics blinkok did
yep they are cool are sharp , the other fox and background images im using are a bit washed out , hopefully can get them better , but for the time being will continue with the rest of game
get all first stage done fully.
QuoteThe video is showing some real quality programming, there's some nice stuff happening with collisions and foreground/background stuff seems to be well thought out
yep its not turning out to bad and fairly easy to do , but i dare say there will be a faster way of doing it than the way i have coded.
ok its back to coding..
mick :)
hey mick,
i was just waddling around the blog services. i think you could easily support your needs with a blog and save your games on dropbox or the google cloud. free simple and easy.
here are some tumbler themes. (http://www.tumblr.com/themes/) if you would like me to to a title image or some gfx just give me a shout.
hi all
Quotei was just waddling around the blog services. i think you could easily support your needs with a blog and save your games on dropbox or the google cloud. free simple and easy.
here are some tumbler themes. if you would like me to to a title image or some gfx just give me a shout.
ok thanks BlinkOk , i will look into the tumbler themes as soon as i finish this game and may take up your offer , thanks :)
been really busy at work the last few days , its taken up all my time , but did do some code tiding up to make it easier for myself to follow and drop things in , as it soon becomes a jumble
just trying to get stage 1 and stage 2 to link up , so will post with something new soon , but game is very much on to be a finished game
mick :)
This is going to be one of those "just one more go" games. Looking forward to more of Pooyan.
You've made a lot of good games nice work
amazon aws free usage (file server) (http://aws.amazon.com/free/)
Hi all
Ok thanks BlinkOk , will look into these , just so much to do and not enough hours in the day , lol
ok heres a playable stage one of game , still needs a little code tiding up , a few loose ends , will continue this today
the red balloons will come in on after level one , they need 2 hits , and game will start slowly , but heres a lively level
have been tickering around with different ways to clear foxes and balloons once you are dead and came up with this netting wipe , also was going to have a paddling pool for pig to fall in when dead , but did not look right , will have bonus items falling from tree to up you bow , so it could fire 2 or 3 arrows at once like r-type
heres a video of stage 2 , not playable in download demo ,
http://www.youtube.com/watch?v=vFVnb5DPXMI
mick :)
latest demo on later post
nice one. gameplay can get quite hectic!
Well done! I had a fun morning with this :)
Everything worked fine except once when I was done with all the wolves and one of those red thingies hit the pig and the pig fell down, the level starts again but the pig stays airborne. You can still move the shooter pig, but there's that dead one in the air too.
I don't know if you're aware of this. I had a screenshot but I lost it :S
Also, have you tried adding growing (and/or darkening) shadows under the wolves when they descend?
hi all
QuoteThis is going to be one of those "just one more go" games. Looking forward to more of Pooyan
yep thanks medwayman , it could be , getting all the releasing time right will help , just hope i can
Quotenice one. gameplay can get quite hectic!
yep BlinkOk , its later in the game , making the game just hard enough and not to easy is the hardest part of any game i think
Quotethe level starts again but the pig stays airborne
yep thanks Laskiapina , i am aware of this so no worries an easy fix later as i define sweeps
QuoteAlso, have you tried adding growing (and/or darkening) shadows under the wolves when they descend?
yep good idea will look into this
ok i have got part of stage 2 working to a certain degre , but i am going to print all the code out and try and re-do some stuff , as i think there must be away of doing this game with less code than i have got so far .
so tonight will be trim night i hope
thanks all
mick :)
I was curious about the original and I wanted to try it. Google sent me here: http://nintendo8.com/game/254/pooyan/ (http://nintendo8.com/game/254/pooyan/)
I don't know if that's the "original" (emulated) but it seems that way. I thought somebody else might also want to see what started this :D
hi all
thanks for link to game Laskiapina , yes this is it , i had it on the atari 800 , the thing i have missed out in my game so far is the foxes shields , not really needed when foxes come down , but on the way back up , its to easy at the mo , so i may have to use shields , but will try other stuff first
mick :)
hi all
well just a quick update , i am still doing as much game as possible in spare time i have , but have also done quite a bit of experimenting as well ,
anyway here is what stage one and two look like inplay , whats missing out of stage one is dropping fruit from tree , will put in later
and stage two is missing the same as well as once a fox reaches top he will push rock nearer the end , after 4 foxes reach top rock will fall over edge and kill pig
also next to do is a bonus stage , which will come inbetween stage two and re-start of stage one , foxes will also increase as you cycle through stages
also certain coloured balloons will need more hits to deflate
mick :)
watch stage one and two here
http://www.youtube.com/watch?v=8JMIVaur51g
Hi all
ok thought i would put up a demo of stage one and stage two of game , this is a 5 minute demo
still things to do in these stages , ie to lose a life when killed , sounds to be added and other bits and bobs
i have not put in any shadows and i would have to have followed through as the fox walks off as well , but may come back to this later
ok hopefully this game will include these two normal stages as in the orignal , but i am going to try and had some kinda bonus levels
got some in mind , but want to keep as a surprise at the moment
so thats why this is just a five minute demo , dont want you to get to bored with it before its in its finished
controlls mouse , up and down , fire button mouse button 1 , fire fast as you can , dont know what kinda level this demo is , maybe people can tell me how hard or easy they think this is at the moment
as i find it quite easy , but im quite used to it now
as each 2 stages are complete the foxes go up by 4 , until they reach 48 , you start with 8
stage is complete once all foxes either have landed alive or dead or combanation of both , foxes still in play shown on top left flag , will have a level indicator soon so you know how many levels you have done
apples drop at random , worth 800 points , these maybe used as some kinda bonus thing , ie arrow power up
the balloon order is like a traffic light , green , orange then red , so a green balloon will need to be hit 3 times , green orange then red and dead
it takes 4 foxes to move rock on stage 2 , then your in trouble , unless you complete level before it falls on you
think thats about it , ohh and wonder if its running at a decent speed on evryones pc
mick :)
ps , apples not always resetting after bar swipe , looking into that now
Difficulty: Normal/good.
Runs at decent speed.
I think it might be a good idea to make the pig shoot with mouse button1, mb2, mb1 etc. like the first button would be when the pig stretches the bow and the other button he releases the arrow so it wouldn't be as easy to shoot fast. Just an idea.
I like the first two levels very much :)
hi all
thanks for the input Laskiapina , will give the mouse button idea a go , yes it will slow the arrows being fired down , at the moment you do need to be fast , so will have to slow things down a bit
but at the moment im swapping and changing things , a few bugs in the demo that i have now corrected , the apples dont seem right in the game so i have now changed these to spiders that come down on a yarn
not going to rush this game to much as it might have some more legs than my other games , even though most of the gfx's are not great , but they are adequate
doing some bonus level will be easy enough , as a Konami's Hyper Sports 2 target shooting whould easy be one , a fruit finding one another , a bit like ninga fruits , and i have a football one in mind
how all this pans out is another story
also looking for some backing track music and sounds , all takes time
back soon
mick :)
very nice mick. i think it's a little on the easy side game play wise.
Hi all
yep thanks BlinkOk , its getting there , yep thought it was maybe on the easy side just , plenty to play with , i could just speed up balloons , or still got shields as in orignal to maybe put in as well , and maybe Laskiapina mouse firing idea , as at the moment it does look a bit maniac sometime , but not as maniac as plants vs zombies my other half is still playing , i keep getting distracted by her playing it next to me on other pc , that is some game , so much in it. ok back to normality
well trying to do a bit here and there , just doing title screen now , then onto bonus levels
mick :)
hi all
just a little update on game , this is the title screen i will be using , will now start on bonus levels that will be chosen at random after a stage one and two has been completed , then after bonus level yoy will start stage one and two again with extra foxes .
http://www.youtube.com/watch?v=AgMb4A6EP4Q
mick :)
very slick mick! great presentation.
Hi all
thanks BlinkOk , yep your foxes animations have come in very handy
right here is an idea for a bonus level in the game , one of 4 ideas i have so far , this will be used to as follows
game will play , stage one , stage two , a bonus level , stage one with more foxes , stage two and so on
just wondering what people think of this , its a footy bit to the game
plays as follows spider drops football in to positsion then fox comes onto screen and boots it into the air
you the pig has to get the ball to bonce on top of the cage then once bounced have to use a arrow to shoot ball into net or spiders web in tree , depending where the arrow hits the ball it will slice or hook the ball and so on , will have about 10 balls , if you dont hit the ball on top of cage , ie hit bottem of cage the ball will drop and you can not hit the ball.
could have spiders in the web as a bonus score if hit
thats about it
heres a video
http://www.youtube.com/watch?v=OatF2bKeM4o
any comments welcome
mick :)
very nice physics mick. it looks very natural.
i have an iphone game that shows a target randomly and if you hit it then you play the bonus round. maybe every now and then a target could fall from the tree and if you hit it with an arrow then you play the bonus round.
yep.. looks really good, but It'd be a little more challenging if it was multi ball..
hi all
Quotevery nice physics mick
thanks BlinkOk , but not a lot to it really , but it seems to work
Quotei have an iphone game that shows a target randomly and if you hit it then you play the bonus round. maybe every now and then a target could fall from the tree and if you hit it with an arrow then you play the bonus round
yep great idea , thanks
Quotebut It'd be a little more challenging if it was multi ball
great one Kevin , now multi ball , thanks for great idea , did look a bit empty waiting for the ball to reset
ok think that bonus level is nearly done , can always tidy it up later , will have a few hours relaxing then onto another bonus level
thanks all
mick :)
ok i thought i would post a demo of this in action , on title screen the football in top left is still seen , i have left this here on purpose for testing
so this is a title screen and bonus level demo , you get one arrow when the football hits top of your cage , so dont waste it
mick :)
i attached the wrong file , please move a few posts on
looks good mick. at one point i had a wolf float down without a balloon
Hi all
Quotelooks good mick. at one point i had a wolf float down without a balloon
ahh , was it on title screen or ingame playing football and did he fall from top left of screen ?
but it could be as this is just a cutdown demo , and some of the reset code is missing
as i have been playing the full game for ages and all seemed ok , but i will play demo for a while now and see if it happens to me
thanks blinkOk
mick :)
it was a few levels in. i think it was toward the left side but not right over the left. i will see if i can get a screen grab
hi all
hi BlinkOk ,
Quoteit was a few levels in
so the game went past the football bit , as this was just the football demo , it was not supposed to move on to the other levels
mick :)
sorry BlinkOk i posted the wrong file a really old one at that with loads of bugs as well that was one of them , here is the correct file , bonus level and title screen only
thanks for testing other file , i wondered how you went a few levels in
mick :)
haha. ok i'll check it out
GOAL!!! Haha!
It's more difficult than you make it look like in the video which makes it more fun :) Warning: This could get addictive.
Ball seems to change its rotation direction in the air, which looks a bit strange to me.
hi all
QuoteIt's more difficult than you make it look like in the video which makes it more fun Warning: This could get addictive.
Ball seems to change its rotation direction in the air, which looks a bit strange to me
thanks Laskiapina , think Kevins multi ball idea helps a lots can make more balls come on if required,as for the ball rotation direction i am not to sure how the ball should react once in air , coming down , and headbuttted , maybe someone can help in letting me know what directiob it should rotate , simple change if required
i think that this seems ok as a short bonus level
i have linked this level in game now , will do what blinkOk suggested to activate it
i will now start another bonus level idea
thanks mick :)
When the wolf kicks the ball it looks okay when it changes the rotation direction mid-air, but when the pig bounces it on its head, it should rotate c.clockwise only in my opinion.
hi all
ok thanks Laskiapina , i have now changed this ,
i have over the last few days been trying other little mini games to break up the levels , but none came close to the footy one , so i have two choices , just to do the game with no bonus mini game or leave the footy bit in to break it up a bit
so i think i will leave the footy bit in , i will now put some sound in and make it get a little harder level by level , as i have been on this game quite a while now , i think its time to move on to something else.
so over the next few days i will finish this game and post it up
thanks
mick :)
Quoteso over the next few days i will finish this game and post it up
good, would love to have this on UW.com also.. been pimping it pretty hard recently..
I hope you're making a high score list! =)
That'd be neat... got a frame work for an online source board sitting around. Could probably that dredge that up.
An online Hi-Score would be a nice touch. Just played the football level... nice idea. Off course i didnt read the instructions and was trying to hit the spiders and balls before they hit me ::)
It's a nice looking and playing game and i cant wait to play the final release!
Nice work.
Hi all
Thanks for all the coments on game guys, well its nearly there now , all sound done , di some gfx's tiding up and swipe bar adjustments , just got to do a liitle more to bonus level gfx's
and thats about it
going to have the spiders go down and pluck a letter to spell bonus , you must hit the letter on the way up to collect it
spell bonus then the next stage will be the bonus stage
as for high score table , well could display this on right hand side were bonus is now , as in title screen mode this space is blank
but may need someone to step in and help here to save a load of time in me trying to suss it out and for a online framework , well i will be way out of depth here
anyway once i upload it in full anyone is welcome to step in to improve it in anyway
back very soon
mick :)
Adding the online score table, you'll need some type of server side scripting. If you have PHP (or similar on your server), then you can pass the data through the URL to a 'update scores' page. This page is just some script that checks if the score is good enough or not. If it is, it adds to the list of score held on the server, if not, then it does nothing.
i have a flash/php highscore board if you want to have a look at it
Hi all
Thanks for the offer BlinkOk , and info Kevin for linking game to a high score server but i dont think its really worth it , it would be beyond me anyway.
just a simple high score seems good enough for what the game is ,
as for the game i have left in the bonus level as said , but can easy take it out if needs be
well its all done now , just want a few people to give it a bash as i have played it for hours and seems ok , but you fingers will start to hurt after a few hours play with all that mouse button hitting
anyway want to get some feedback in the easy or hardness of the game , the levels do get harder as it goes , but is it enough ?
to unlock the bonus level you must shoot the spider on its way back when it is carring the letters that make up bonus
the rest you all know
really tired now its very late so sorry for brief post , just wanted to get it up on forum
thanks all for the comments and hope you enjoy game
mick :)
download here
look below later post
the pacing on this version is much better. the difficulty is just right. very challenging
Great work Micky!
It's not too easy I'll tell you that :) I like how you can't shoot the spider when it's coming down if you want the bonus letter.
Hi all
thanks BlinkOk and Laskiapina , think its hard to get the difficulty just right , but it did seem okish to me , as i have been play testing it for days and days i was really use to it , did not want it to hard to early on in game
thanks medwayman for comments , but just left a simple high score , but anyone wanted to do anymore is welcome
high score / gfx / sound etc
ok i will give it a few more days playtesting and post up the full code , but as you all know by now its my spider code and not that neat and no bonus letter at the end of it either ;D
Thanks again BlinkOk for the fox walking animations and thanks to all other that posted comments on game
a short break now then try something else ;)
mick :)
heres a youtube video of full game in action , a bit blurry
http://www.youtube.com/watch?v=EndBhOxom6U
Really good stuff Mick ! - All those little touches really add up to the games presentation and plays pretty well also, did run into a bit of issue where I think the bonus round timer appears in the right hand panel (attached). It seems to occur if the player has collected the Bonus letters, but dies (game over) before the end of the round. which is what I just did..
hi all
yep Kevin did not come out to bad , thought ile spend a little more time on this one as it seemed to have a ilttle more legs in it than some of my other games
i suppose i could spend ages doing other little bits and bobs , but it seems ok for waht it is , the gfx's are not crisp as they could be , they were just a grab from a cassette scan of the game and not a great scan at that , but lucky enough BlinkOk helped with the walking animation which helps the game a lot
yep i have got it to do what happened to you after hours of play , thats now fixed , i did find one other error as well where title screen went wrong again , but thats fixed to
sometime you think its all done , but only after hours and hours of play something you forgot goes wrong , anyway im dreaming foxes now i have played it so much in testing
i will now post it up with souce code and spend a little time now mucking around with PB again to see what i can do next , have a few ideas
i think these type of games suit me best , kinda old 8 bit type games revamped a bit
download new version here .
Download Pooyan (http://www.underwaredesign.com/?page=programs.Pooyan)
mick :)
give it a try but i think you have make a great game once more ;)
Added a Pooyan page to uw.
http://www.underwaredesign.com/?l=Pooyan-Download
Hi All
QuoteAdded a Pooyan page to uw.
Thanks Kevin for putting my simple game on UW site , really chuffed about that.
I hope this give others on this forum some inspiration to get there fingers tapping
i know there are some really talented guys on here.
well had loads of fun again using PlayBasic again , how did i live without this for all those years , will get my iching fingers tapping away asap
Thanks for everyones comments and help again , a really good bunch of guys on this forum
mick :)
QuoteThanks Kevin for putting my simple game on UW site , really chuffed about that.
No probs.. Still planning on building a version of [plink]This (http://www.underwaredesign.com/forums/index.php?topic=3673.0)[/plink] as a test project during IDE development.
What other projects have you go sitting around ?
hi all
QuoteWhat other projects have you go sitting around ?
well none as such , just been mucking about the last few days with one thing or the other , a chill period really as im off on holiday for 2 weeks next week so did not want to start anything before then and also had a few things around the house to do for the other half , must keep her happy otherwise she will hide my keyboard , lol
so i will have a think over the next 2 weeks and be back then
mick :D
Got this question via email from Daniel
Quote
Message : hello, i am playing the pooyan remake on my windows PC with much fun. now i have a question or request: is it possible to save the highscores in any further version of this program ? i would be very happy to get an extra live every 100000 points or complete this bonus round whith all the 10 balls in the goal. can you implement a pause function by a keystroke ? i tried to find the directly contact to michael, but i were not succesfully. Pooyan on the commodore c64 was my second computergame in my live and i love it. So i am very happy, that michael programmed it in Windows best regards Daniel
Some good ideas there mick... Any chances ? - If not, I might just drop them myself..
Hi all
Yep see what i can do , when i get a few mins later tonight i will look into the changes
well glad someone is having fun with this game nice to here , must say think a pause function in most games is handy
thanks for passing e-mail on
mick :)
hi all
ok now updated a little , press p to pause and p angain to unpause , extra lives every 100000 , as the little hut only holds 3 pigs any others will be carried over but not shown
highscore save added as well
download here ,
[plink]Pooyan V1.3 (dead link) (http://rghost.net/40519070)[/plink]
mick :)
This game is hardcore game =) Thanks micky4fun
many thanks, mick.
please check the link - i think it's broken
Daniel
works fine here, it links to a page, not a file directly.
i am sorry, malwarebytes has blocked this site.
it works very fine.
580400 points and a sprained hand at the first time.
thanks to mick.
Hello Mick!
Great funny game! :)
Thank you for posting source code, too!
Every source code is valuable for learning.
Sigtrygg
Hi all
Quoteit works very fine.
580400 points and a sprained hand at the first time.
thanks to mick.
no problem Daniel , only glad you like the game , one of many i had for the atari 400/800
seems to do the job , a bit of a crude way of putting in pause , but did not want to take to much time adding new features as im getting into my platform game ,
as it happens as my code was so easy to read only took seconds , lol
QuoteGreat funny game!
Thank you for posting source code, too!
Every source code is valuable for learning.
thanks Sigtrygg , hope you can follow the code ok ,
mick :)
Now i have reached 1.575.200 points in Pooyan and must now cooling my hand :-)
What a shame, that points over 1 million turned / vanished to zero.
@all:
i'am looking for playable games on PC like:
Hostages
Defender of the Crown
International Karate
Test Drive
Outrun
anybody still knows them ?
hi all
Quote1.575.200 points
is that all , i will have to make it a bit harder , hahah
you certainly like playing this game to get that kinda score , i could add the extra didgit if you wanted me to,
but i would have thought you have played it enough by now , and its a long way from starting from 0 again
loved outrun
and defender of the crown was one of the first games i bought when i got my amiga 500 , that and leaderboard golf
mick :)
Building a UW version of the Pooyan update ATM. Just media tweaks and open/closing stuff so far really. While it runs fine, it's good candidate for the Dirty rectangle based refresh. Could probably get a 50% reduction in the rendering overhead, handy if want the game to be playable on really old clunkers in a window. Better on battery life also.
Dropped in some code to convert the image backdrops to maps, had a bit of drama getting the logic right, completely forgotten that the open reveal effect was destructive, so the backdrop picture would have all these black blocks in it.. Funny how fixated on something you can be, when assuming the problem is something, and it turned out to be completely unrelated.
The whole game is basically made up of sprites, so rather than patch into the logic routines, i've just added a post process to the entire sprite list. The routine just runs through and grabs the rectangle around the sprite and copies the original map chunk to the refresh map chunk.
[pbcode]
Psub Update_Sprite_Dirty_Rects(Index,ThisImage)
rendertoimage thisImage
Map =Dirty(Index).MapIndex
OriginalLevel =Dirty(Index).OriginalLevel
RefreshLevel =Dirty(Index).RefreshLevel
ThisSprite=GetFirstSprite()
dim Rect as tSpriteRect pointer
if int(Rect)=0
Rect=New tSpriteRect
endif
if ThisSprite
repeat
if GetSpriteVisible(ThisSprite)
Stuff= GetSpriteREct(ThisSprite,rect)
x1=Rect.x1
y1=Rect.y1
x2=Rect.x2
y2=Rect.y2
// SHow the rect around the sprite on screen
boxc x1,y1,x2,y2,false,$ff00ff
// Convert Pixels to Tile positions
x1/=TileWidth
y1/=TileHeight
x2/=TileWidth
y2/=TileHeight
x2++
y2++
// Copy this area from the backdrop level to the refresh level
CopyLevel Map,OriginalLevel,x1,y1,x2,y2,Map,RefreshLevel,x1,y1
endif
ThisSprite=GetNExtSprite(ThisSprite)
until ThisSprite<1
endif
EndPsub
[/pbcode]
The original backdrop picture is converted to a map previously with two levels. One level is the level that represents this original picture, this level is never changed. The second is transparent version (masking out block zero) level that we need for restoring the backdrop picture to it's original state after sprite have been drawn on it. So each frame we start the frame by drawing the blocks that were drawn over last frame with the original blocks. So each frame the back drop picture is restored as it would be, if you just drawn the original image to the buffer.
Nothing new, but often a more cost effective method of drawing these types of displays. Check out Selective Tile Map Refreshing (http://www.underwaredesign.com/forums/index.php?topic=2677.0)
The pic's bellow just show the game scene with the rects showing. There's a redraw percentage under the score on the right hand side. During the intro there's about a 70% redraw, but during the game that drops to about 45-50%. Which in frame terms on my system is about 10-20 fps. There does seem to be some nested collision checking going on though, I suspect with a little tweaking, we might be able to peel a few milliseconds off the refresh.
The conversion to dirty rectangles has gone pretty seamlessly really apart from the logic error. The game uses fixed foreground sprites that sit over the background, ended up writing a little in game editor to tag blocks that are never visible to the player as always off. So the actual picture versions of the background have these conceptual chunks removed from it. You can't see this in game as the foreground sprites are occluding the background. Pre-computing the occluded tiles just gives us free performance. Not that it desperately needs optimization, but might as well make the game as accessible possible.
Apart from the dirty rect stuff, the only changes would be a open/close effect, high score saving and a the usual dimmed pause screen (attached). Was going to release it at this point, but found an issue with PB when building the release, where the PBCompileMode constant wasn't being set during exe building. The constant is used so the compiler and include or exclude sections of code depending on how your compiling the program. In a normal compile and run process the flag will be zero, when you build an exe it's meant to be one. But wasn't in PB1.64N3 (and i suspect old versions too)
Eg.
[pbcode]
#if PbCompileMode=0
Print "Program built and running from IDE"
#else
Print "Running EXE version of program "
#endif
[/pbcode]
When the compile see's such a snippet, the compile evaluates the #IF directive. So it check if the PBCompileMode value equals =0 or not. If it's zero.. It includes the code between the #If and #Else statements in the program. The Code between #Else and #ENDIF is ignored. When PBCompileMode isn't zero, the code between #Else and #ENdif is includes and the other section ignored. Normally stuff like is used when we want to include some debug/info materials in our game when writing it, but remove them from the EXE version.
Anyway, it turns out the V1.64N3 was having some dramas dealing with importing the standard bindings and initializing the internal constants. Was easily fixed once noticed, but the solution made the parser much slower in programs that use lots of constants. Which occurred due to some lazy keyword searching of the constant tables. Had a peek at that section again and there's actually some room for improvement in the keyword searching in the general. For time being i'm trialing a hash variation. So far it seem much quicker in the test programs. There pretty long programs like the Dissassembler which is basically 80% declarations and 20% actual code. Today's build compiles that around 30 percent quicker than V1.64N3 release, Which was a nice surprise.
Back tinkering Pooyan for a bit, only new tidbits would be the some transitions for the hit point and letter collection animations, so they now cross fade out, rather than just vanish. Took a while to work out how it all set up, replacing some parts with functions to consolidate them into one place. Swapped some the batch collision functions with Overlaps, since the routine was only looking for a single impact. Gets rid some of the collision nesting.
Started adding a settings panel (ripped from one of the other apps of course) to it. The settings will be pretty mundane stuff, like some volume controls, perhaps a mouse scaler, window /full screen mode toggle.. Bellow is mock of the GUI code running, but only drawing over a picture of the game. Shouldn't be a drama wedging them together. Just wanna weed out what code i need and what codes just sitting around doing nothing. .
Slowly getting better at playing it though, clocked 545K earlier tonight.. Wouldn't mind dropping in the online score board stuff either.
The order of tonight has been to add preference and drop in some support for the running the game in different screen modes. The actual game still 800*600, but in the test bellow, it's running in 1280*800 (window), the display code stretches the buffer and keeps the 4/3 aspect ratio of the frame buffer. So in full screen mode on a wide screen monitor, it's not going to be pulling horizontally as badly. While most if not all new modern monitors allow the user to adjust the sizes, many don't.
I generally prefer playing such games in a window though.
The current build has some hard coded key controls to change between resolutions, it's a bit messy atm, since it's not really cleaning up after itself before restarting. The user input is remapped to the stretched size of the frame buffer. So when in a wide screen mode the mouse coordinates are mapped back to original 800*600 frame. The only thing that isn't is some code that clips the mouse when it moves up/down while playing . When in window mode I think i'll had a 'detach' mouse toggle, probably through pause. So if you're playing and need to do something else, hit space and it releases the mouse and basically sleeps.
Will probably need a Mouse graphic actually (for when in full screen mode), since i'm just sticking a circle on the screen at the moment.. The actual game isn't any different.
Hi all
looking forward to all the changes you make within the game code , i hope i can learn some things with the adjusted code
mick :)
Dropped in the resolution selection last night, of course in order to pick a resolution the app needs to run through systems available screen modes and sort them, so that was bit of messing around. The selections works fine, but getting the game to restart could be problematic. The gui stuff is just some sprites plonked on the scene. All except the window itself, which is drawn using a temp sprite through the function bellow. Which allows you to draw an image with a TINT applied (and anything else you care to add).
This is where it gets kind of interesting, as when the game restarts all images and sprites are deleted. So when a restart occurs the start up code allocates/loads setup the sprites/images it needs all over again. If you look carefully at this routine, you'll notice it's using the static behavior of Psubs to cache TempSprite value, so the function can avoid constantly creating and destroying the sprite it's using for output. This works fine when started from a clean start, but when the game is restarted, the sprite TempSprite was using as it's own, now no longer exists.
So it'd either pop a runtime where the sprite doesn't exist (if your lucky) or it runs without error.. Since the restart might have actually allocated the sprite index to another sprite that tempsprite is previously and still set to. So when you open the dialog and then the play the game, the shared sprite in the scene has it's properties altered.. In this case the message banner would often appear in the wrong colours.. Leading one on a wild goose chase. Simple to solve once you wrap your mind around the problem, but finding such logical issues is always a bit of fun. Seems to be working as expected now.
[pbcode]
Psub DrawTintedImage(Thisimage,xpos,ypos,Scale#,TintColour,DrawMode,AutoCenter=true)
if TempSprite=0
TempSprite=NewSprite(xpos,ypos,ThisImage)
Spritedrawmode TempSprite,2
endif
SpriteVisible TEmpSprite,on
PositionSprite TempSprite,Xpos,Ypos
SpriteImage TempSprite,ThisImage
Transparent =(DrawMode &1)>0
; Filter =(DrawMode &8)>0
SpriteTint TempSprite,TintColour
SpriteTransparent TempSprite,Transparent
; if Filter
; SpriteFilter TempSprite,true
; if Transparent=off
; SpriteMaskColourCompression TempSprite, Off
; endif
; endif
if AutoCenter=true
centerspritehandle TempSprite
else
spritehandle TempSprite,0,0
endif
ScaleSprite TempSprite,Scale#
DrawSprite Tempsprite
SpriteVisible TEmpSprite,off
EndPSub
[/pbcode]
Mick,
everything 'new' was cut'n'pasted from examples on the source code board...
* Rounded Box (http://www.underwaredesign.com/forums/index.php?topic=3094.0)
* Selective Tile Map Refreshing (http://www.underwaredesign.com/forums/index.php?topic=2677.0)
* GetSpriteRect Example (Dirty Rectangles / Selective Map Refreshing) (http://www.underwaredesign.com/forums/index.php?topic=4075.0)
Still fiddling with the game on and off really, ended up changing how the program was drawing the window dialog to a sprite so it's inline with the other parts of it. Since they're all sprites, the dirty rectangles sprite routine (on the previous page) handles the backdrop refresh. Just fits better with how it all works. There was a logical issue with some of the sprites being drawn twice also, not a big deal, but worth a 30 second fix.
The only thing left to do now is tweak the mouse input for when in windowed mode. Haven't tried it as yet, but think rather than connect Pooyan to the mouses Y coordinate, it'd might be better disconnect the position from raw mouse position and curve it towards that position. So it's tracking the ideal position and it's interpolated coordinate.
[pbcode]
setfps 61.7
PooyanIdealY#=GetScreenHeight()/2
oldmousey=PooyanIdealY#
PooyanY#=PooyanIdealY#
Do
cls
MY=Mousey()
PooyanIdealY#+=(MY-OldMousey)
PooyanIdealY#=cliprange(PooyanIdealY#,50,500)
PooyanY#=curvevalue(PooyanIdealY#,PooyanY#,10)
circle 400,PooyanY#,10,true
OldMouseY=My
Sync
loop
[/pbcode]
Been playing it a bit more though, you know play testing ...erm.. ;) High score is getting bigger. Could do with a something to make it more aggressive the longer the game goes...
Pooyan V1.04
Changed the input code this morning and it seems to work ok in windowed mode now. It feels a little bit different, almost like there's some weigh to the basket but not too much. Another problem had been displaying a mouse pointer for the menu dialog in scene. Figured I'd just turn that into a sprite inside the dialog, only to run into a couple of chicken before the egg problems. The dialog is literally just stuck into the main loop after the game is done, it's part sprites and text overlaps, since it's a sprite the text is draw over it, which is not ideal.
Another issue occurs because of the order of rendering events, where the dirty rect caching is refreshing the last known position of the mouse, when it's potentially being positioned and drawn some place else. Leaving the odd snail trails behind. Ended up having to lift the mouse out of the dialog and give it's own sprite globally. Since the sprite is positioned prior to drawing scene the snail trail problem goes away, but the text would still overlap it. So in the dialog routine just draws the mouse a second time.. It's a bit of a mess really (that's what you get from cut'n'paste generally), but the result seems to look ok.
Only thing left might be some more little tweaks...
Pooyan V1.04b
The last thing I want to add to the game is an abort dialog for when you hit ESC to quit the current game. So when your playing hitting ESCape doesn't just end the program completely. It'll end the program in the title screen, but not during play. The 'do you wanna' dialog is a variation of the pause screen. So play stops, while it asks you the question. Getting it to actually restart the demo mode has been a trickier than expected, there doesn't seem to be way to actually restart the game cleanly, since it seems to assume the state of many things. Get all sorts of funny things happening
The dialogs and buttons are made from [plink]Bordered Boxes (http://www.underwaredesign.com/forums/index.php?topic=3094.0)[/plink]
Pooyan V1.04
So here's the current state of Pooyan, it's not really that different from the V1.03 version. There's a few effects tacked on the side of it in the form of some transitions, but the only real changes would be window support and the addition of the various dialogs.
About
Pooyan is a single player remake of classic 1980's video game.
The players aim is to protect Pooyan from a collection of pesky bad
guys, ranging from those ever-so-nasty fire breathing foxes, pesky
spiders through to falling rocks. Who all want to knock Pooyan from
his safety cage. Pooyans no push over though and is packing from
pretty mean crossbow fire power, but you'll have to be fast on the
mouse button to keep him safe.
This remake is developed by Micky4Fun, who got the inspiration
for it from the original software's cover art. You see, back in the
early 80's games often has beautiful game play cover illustrations,
which rarely looked anything like the actual game. So Mick decided
to convert the illustrations into a playable game graphics and
Pooyan is what he came up with.
----------
Controlls:
----------
ESC/ Q = Quit Game
P = Pause Game
F1 = Settings
Space = Start Game
Mouse = Move pooyan up/down and left mouse button to fire
http://www.micky4fun.co.uk
http://www.playbasic.com
http://www.underwaredesign.com
Download
removed, newer donwload bellow.
Very nice, round and good looking game! :)
Hi all
Thanks for adding extra features to the game , all works fine on my full hd monitor , nice work
mick :)
Pooyan V1.05 This is about the end of the road for this update, this edition includes Vsync detection/optional support, changed pause screen to 'standard' dialog and swap the timing to use managed timer. As pausing the game could break some logic. There's a bit of issue with the 'quit' dialog that need looking at, apart from that it's about done.
About
Pooyan is a single player remake of classic 1980's video game.
The players aim is to protect Pooyan from a collection of pesky bad
guys, ranging from those ever-so-nasty fire breathing foxes, pesky
spiders through to falling rocks. Who all want to knock Pooyan from
his safety cage. Pooyans no push over though and is packing from
pretty mean crossbow fire power, but you'll have to be fast on the
mouse button to keep him safe.
This remake is developed by Micky4Fun, who got the inspiration
for it from the original software's cover art. You see, back in the
early 80's games often has beautiful game play cover illustrations,
which rarely looked anything like the actual game. So Mick decided
to convert the illustrations into a playable game graphics and
Pooyan is what he came up with.
----------
Controlls:
----------
ESC/ Q = Quit Game
P = Pause Game
F1 = Settings
Space = Start Game
Mouse = Move pooyan up/down and left mouse button to fire
http://www.micky4fun.co.uk
http://www.playbasic.com
http://www.underwaredesign.com
Video Download Download Pooyan V1.05 (http://www.underwaredesign.com/?page=programs.Pooyan) homepage
i thought mick might appreciate this (origional pooyan artwork);
(https://pbs.twimg.com/media/BawOpb1CMAAUG7J.png)
larger image https://twitter.com/woodpunk/status/408717771682246656/photo/1/large (https://twitter.com/woodpunk/status/408717771682246656/photo/1/large)
Hi all
Yep thanks blink ok . Great piece of artwork
Mick