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CubeMania v1.4 by Sand3r

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Sand3r
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Re: CubeMania v1.1 by Sand3r

Post by Sand3r » Tue Mar 08, 2011 8:22 am

DaAnimeOtaku wrote:
Sand3r wrote:I'm aware of this, thanks for your report ;)
If you still want to show me your screenshots - and actually I guess I can use them to fix this problem - you can do so by sending me an email and simply attaching the images within the email.
You can find my email address on my website (http://sand3r.net/wp/contact) :)
I sent you an email.
if you didnt receive one then i typed it wrong.
pm me one that i can copy paste and not need to type it directly from some spam prevention image.
they are so pressuring... =S
again. great game. :)
Thanks again, I got mail :P
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* PSP 3004 - 6.35 PRO B5
* Creator of CubeMania - Genesis competition 2011

Babkock
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Re: CubeMania v1.1 by Sand3r

Post by Babkock » Mon Mar 14, 2011 7:55 pm

........
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Last edited by Babkock on Sun Jun 23, 2013 2:52 am, edited 1 time in total.
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ASKidwai
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Re: CubeMania v1.1 by Sand3r

Post by ASKidwai » Tue Mar 15, 2011 4:04 am

A suggestion
Please change the background colour of the levels. In Slide, it becomes a bit of a strain. Maybe you could make the black obstacles a more noticeable colour like bright blue or dull green.
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Sand3r
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Re: CubeMania v1.1 by Sand3r

Post by Sand3r » Tue Mar 15, 2011 10:41 am

Babkock wrote: I noticed you couldn't get the OSLib fonts working. You could use OSLib Mod by Sakya, it supports PGF font loading with IntraFont. http://trac2.assembla.com/oslibmod/brow ... ont/main.c
True, I know about that one, although I don't like that built-in intraFont. Is there a way to convert TTF fonts into PGF ones? I guess there is, but anyway, I'll have to retake a look into this :)
Babkock wrote: I read you're working on an in-game level editor. I was going to write an in-game level editor in that project I mentioned. You could just use the D-pad to select a tile on the grid, use the R and L triggers to change the type of the tile (start, dead tile, empty tile), use the square button to test the level without saving it, and use the cross button to save the custom level in one out of ten custom level slots.
Indeed, I was exactly planning as you were saying. There are buttons enough and with L and R you can loop through the available cubes.
Babkock wrote: This is totally opinionated, but I loathe that font you're using. I'll probably change the resource files up a bit and make an alternative theme, if that's okay with you.
I thought it would look funny, but everyone has its own taste, it seems :) The big advantage of all these images is that you can freely and relatively easy change them - and I don't mind if you do - to style it more to your liking. If you think you came up with something really nice, would you mind showing it? :)
ASKidwai wrote: Please change the background colour of the levels. In Slide, it becomes a bit of a strain. Maybe you could make the black obstacles a more noticeable colour like bright blue or dull green.
The background color? You mean the background image, as there isn't a single solid color? The whole point of the different games is to stick at one colour per game. If I suddenly add multiple different colours, that 'effect' would be gone. Ofcourse, I could brighten up the black obstacle cube a little. :)
* PSP 3004 - 6.35 PRO B5
* Creator of CubeMania - Genesis competition 2011

ASKidwai
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Re: CubeMania v1.1 by Sand3r

Post by ASKidwai » Tue Mar 15, 2011 10:46 am

Sand3r wrote:
Babkock wrote: I noticed you couldn't get the OSLib fonts working. You could use OSLib Mod by Sakya, it supports PGF font loading with IntraFont. http://trac2.assembla.com/oslibmod/brow ... ont/main.c
True, I know about that one, although I don't like that built-in intraFont. Is there a way to convert TTF fonts into PGF ones? I guess there is, but anyway, I'll have to retake a look into this :)
there is. download LPE V8 and in tools folder, you'll find it

The background color? You mean the background image, as there isn't a single solid color? The whole point of the different games is to stick at one colour per game. If I suddenly add multiple different colours, that 'effect' would be gone. Ofcourse, I could brighten up the black obstacle cube a little. :)
which is what I meant. change the obstacle colour.
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Image
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UnlimitedX
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Re: CubeMania

Post by UnlimitedX » Tue Mar 15, 2011 12:56 pm

Sand3r wrote:
Nymphaea wrote:Sand3r, you need to add an exit callback for it to not freeze :) Basically set the callback to be the same "exit" function(if you have one) that your built in exit button calls, or if it just breaks out of your main function loop(flag or "break;") then just get it to set a flag that will break out of the main loop :P
Hmm, indeed, makes sense. I used to do this, but now that I'm using OSLib, I just thought OSLib would handle it, because there's 'OslQuit()' and the documentation says that should do the trick, well, apparently, it doesn't :P
But thanks! As soon as I've got some spare time, I'll fix it ;)
Nymphaea wrote: Either way, looks nice, it would be nice if you actually upgraded it to cubes, though ;) Especially for the FillUp and Slide modes, both mini games I remember in many other games which definitely deserve their own titles. I can just imagine seed a 3D cube rolling around on FillUp, or sliding and bouncing around on impact in slide :P Would give it some more visual appeal, if you feel like taking the time to do it.
Yeah, I know. Next thing I'm going to do (or better: trying to do) is using images instead of this silly, childish 2D drawing. I'd love to see some 3D instead, but that's surely not in my capabilities, as there are not that many good tutorials. Some got outdated, some don't work anymore (bad links etc.). (And yes, I know of the 'NeHe' tuts, or something like that, but that really looks a bridge too far and if I recall correctly, I tried them already once. Maybe let's try this again...)

Some effects, though, shouldn't be too hard to implement and it looks definitely fun (as well as programming it and seeing it working in-game) :)
Nymphaea wrote: Also, just a note, I hope there is much bigger and more complicated levels than that level 20 ;) That one took me a few seconds hehe
Indeed, I'll have to add way more levels, but right now, my creativity is on a break :P As soon as I got some other, slightly more important bugs worked out, I'll start working on a - hopefully - decent Level Editor. That will give me, and the user base, a nice 'start' to create some levels.

As far as I go with it, I think level 10 is the hardest :mrgreen:
With OSlib you can use something like this :

Code: Select all

        while(!osl_quit){
             //your code
        }
It should work(it works for Kow PSP so...).
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Babkock
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Re: CubeMania v1.1 by Sand3r

Post by Babkock » Tue Mar 15, 2011 6:06 pm

Sand3r wrote:
Babkock wrote: I noticed you couldn't get the OSLib fonts working. You could use OSLib Mod by Sakya, it supports PGF font loading with IntraFont. http://trac2.assembla.com/oslibmod/brow ... ont/main.c
True, I know about that one, although I don't like that built-in intraFont. Is there a way to convert TTF fonts into PGF ones? I guess there is, but anyway, I'll have to retake a look into this :)
Babkock wrote: I read you're working on an in-game level editor. I was going to write an in-game level editor in that project I mentioned. You could just use the D-pad to select a tile on the grid, use the R and L triggers to change the type of the tile (start, dead tile, empty tile), use the square button to test the level without saving it, and use the cross button to save the custom level in one out of ten custom level slots.
Indeed, I was exactly planning as you were saying. There are buttons enough and with L and R you can loop through the available cubes.
Babkock wrote: This is totally opinionated, but I loathe that font you're using. I'll probably change the resource files up a bit and make an alternative theme, if that's okay with you.
I thought it would look funny, but everyone has its own taste, it seems :) The big advantage of all these images is that you can freely and relatively easy change them - and I don't mind if you do - to style it more to your liking. If you think you came up with something really nice, would you mind showing it? :)
ASKidwai wrote: Please change the background colour of the levels. In Slide, it becomes a bit of a strain. Maybe you could make the black obstacles a more noticeable colour like bright blue or dull green.
The background color? You mean the background image, as there isn't a single solid color? The whole point of the different games is to stick at one colour per game. If I suddenly add multiple different colours, that 'effect' would be gone. Ofcourse, I could brighten up the black obstacle cube a little. :)
Here's a TTF to PGF converter.

http://www.psp-hacks.com/file/384

Good luck with your homebrew.
My latest homebrew: ToneMatrix 0.9 - Now with export feature!

Sand3r
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Re: CubeMania v1.2 by Sand3r

Post by Sand3r » Tue Mar 29, 2011 7:00 pm

Alright, version 1.2 is - finally - out!
I hope I fixed most of the bugs by now ;)

The changelog for this version:

- Fixed Matrix problem: multiple solutions now possible;
- Integrated level editor;
- Multiple user-made levels added.

Enjoy! :mrgreen:
* PSP 3004 - 6.35 PRO B5
* Creator of CubeMania - Genesis competition 2011

C4TurD4Y
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Re: CubeMania v1.2 by Sand3r

Post by C4TurD4Y » Tue Mar 29, 2011 7:41 pm

Sand3r wrote:- Fixed Matrix problem: multiple solutions now possible;
At least...

I'm waiting for the next version which will use fonts, not pictures of words in png format... and I hope you will add support for multi-languages (I can do polish translation:)). Keep it up! :D

And good luck with the competition.
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Sand3r
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Re: CubeMania v1.2 by Sand3r

Post by Sand3r » Tue Mar 29, 2011 8:05 pm

C4TurD4Y wrote:
Sand3r wrote:- Fixed Matrix problem: multiple solutions now possible;
At least...

I'm waiting for the next version which will use fonts, not pictures of words in png format... and I hope you will add support for multi-languages (I can do polish translation:)). Keep it up! :D

And good luck with the competition.
I know it took a long time, quite busy with school and stuff :)

I'm also really hoping for fonts: creating images for every **** little thing is getting me so nuts... But when I got that font loading finally working, another weird 'bug' showed up: no more images at all. OSLib just tells me he can't find the images anymore, while I haven't changed that at all. Now that v1.2 is out, I can take a look again, but it would be lots easier if there was an easy-to-use, fast and ttf supporting lib right out of the box.
(Also, I miss the OO-aspect in my source A LOT, Java would be so much easier, but that's another thing :P)
* PSP 3004 - 6.35 PRO B5
* Creator of CubeMania - Genesis competition 2011

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