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Pandora Panic


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#46 PokeParadox

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Posted 23 October 2008 - 11:42 PM

Glad that fixed the issue. If you are trying to quit by the X box... that's currently not working, I'll look into that. It's supposed to work if you are on a PC!

currently the clean way to exit the game is to get back to the menu and quite from there. Another save way would be to add a key combo into your minigame inputHandler function. and call nullifyState() when the key combo is pressed.

Anyway I'm adding in scoring and hiscore tables. I also get the credits screen going. I'm just adapting the ones from CromoZome.

#47 pstudio

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Posted 24 October 2008 - 12:27 AM

QUOTE
I included the spelling competition by pstudio, thanks! I also made sound work and noticed your comments on the timers! I'll look into it! I will do more work through the week, but now I really must sleep! Thanks guys, we can do this!

About the timer issue, I just found it a bit limiting at the time. There isn't really any reason for not letting the artist/programmer decide the fps of the animations.

QUOTE
Should there be an escape key to quit a mini-game? If so, which one should be standard across games? There was one in SpaceInvaders (it works out to the right shift key on my , so I left it in my game. But I noticed it missing from the Spelling Bee.

The reason there isn't an escape key in the Spelling game is because, there hasn't been any definitions on whether there should be one or not. And frankly I don't find an escape key necessary for a 6 seconds mini game wink.gif
But if there are some special requirements the mini game have to fulfill it would probably be a good idea to get them defined now.

QUOTE
The Spelling bee, by the way pstudio, is hilarious. Your animations are very amusing. The boy vs. girl thing is funny. Is it a comment on the anticipated majority user of the first run Pandoras? :-)

He he I should probably be carful about what I write, but it just seemed natural to play the good boy against the little annoying girl tongue.gif

QUOTE
If you're starting from scratch, you're ready to go to it! I started out by playing with the SpaceInvaders game to see how things worked, eventually changing pretty much all of it but appreciating the framework it provided. Thanks, pstudio!

Your welcome but to be fair I started out by looking at zacaj's mini game.

#48 PokeParadox

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Posted 24 October 2008 - 01:13 AM

QUOTE(pstudio @ Oct 24 2008, 01:27 AM) View Post

QUOTE
I included the spelling competition by pstudio, thanks! I also made sound work and noticed your comments on the timers! I'll look into it! I will do more work through the week, but now I really must sleep! Thanks guys, we can do this!

About the timer issue, I just found it a bit limiting at the time. There isn't really any reason for not letting the artist/programmer decide the fps of the animations.

QUOTE
Should there be an escape key to quit a mini-game? If so, which one should be standard across games? There was one in SpaceInvaders (it works out to the right shift key on my , so I left it in my game. But I noticed it missing from the Spelling Bee.

The reason there isn't an escape key in the Spelling game is because, there hasn't been any definitions on whether there should be one or not. And frankly I don't find an escape key necessary for a 6 seconds mini game wink.gif
But if there are some special requirements the mini game have to fulfill it would probably be a good idea to get them defined now.

I wanted to keep things simple and you can have 15,30 and 60 fps... which is fine for most purposes, but the functionality there if you need a custom frame delay value now.

I don't think there are anything special. I spoke to ED recently and things for the joystick aren't finalised in the sdl libs, so this is why the escape button will have to be set later :S Just don't worry about it.
minigames just have to have a pass or fail outcome... and be quite short! That's it!

#49 pstudio

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Posted 24 October 2008 - 01:49 AM

QUOTE(PokeParadox @ Oct 24 2008, 03:13 AM) View Post

I wanted to keep things simple and you can have 15,30 and 60 fps... which is fine for most purposes, but the functionality there if you need a custom frame delay value now.

I know it was just to keep things simple and I wasn't complaining, but I'm not an artist and I would be struggling to make 15 fps animations. laugh.gif

QUOTE

I don't think there are anything special. I spoke to ED recently and things for the joystick aren't finalised in the sdl libs, so this is why the escape button will have to be set later :S Just don't worry about it.
minigames just have to have a pass or fail outcome... and be quite short! That's it!

Ok. Do you know anything about the touchscreen? Will it be like a mouse in SDL or hasn't that been finalised either?

Anyway, unfortunately I won't be working on mini games for the next week or two due to rl, but I'm looking foreward to see plenty of mini games when I return biggrin.gif



#50 trabitboy

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Posted 24 October 2008 - 08:14 AM

Hello,
I have minigames I'd like to port from the DS
my little stuff

I tried to install the codeblocks gp2x on 2 win machines
and it failed saying "ERROR: codeblocks-mingw-setup.exe deos not exist "
in a popup.

Can I use my own codeblocks with latest sdl?
( trying this right now )

Moreover, what release date should we aim at ?
( so that I organize my port work )

This looks really neat as a project I really want to contribute cool.gif


#51 MarkoeZ

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Posted 24 October 2008 - 09:02 AM

QUOTE(trabitboy @ Oct 24 2008, 10:14 AM) View Post

Hello,
I have minigames I'd like to port from the DS
my little stuff

I tried to install the codeblocks gp2x on 2 win machines
and it failed saying "ERROR: codeblocks-mingw-setup.exe deos not exist "
in a popup.

Can I use my own codeblocks with latest sdl?
( trying this right now )

Moreover, what release date should we aim at ?
( so that I organize my port work )

This looks really neat as a project I really want to contribute cool.gif


Welcome trabitboy, funny looking game in the vid! im not nearly there yet.

But since i struggled a bit to get it working myself i can help with installing: if you download the latest codeblocks release with mingw here for instance and put it in the same directory as the gp2x stuff, and then rename it to codeblocks-mingw-setup.exe, everything should work.

Cheers!

Edit: Spelling

Edited by MarkoeZ, 24 October 2008 - 10:49 AM.


#52 trabitboy

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Posted 24 October 2008 - 09:55 AM

QUOTE(MarkoeZ @ Oct 24 2008, 09:02 AM) View Post


But since i struggled a bit to get it working myself i can help with installing: if you download the latest codeblocks realease with mingw here for instance and put it in the same directory as the gp2x stuff, and then rename it to codeblocks-mingw-setup.exe, everything should work.



thank your for quick answer:
I'll try this this weekend wink.gif




#53 yaustar

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Posted 24 October 2008 - 10:57 AM

Read the readme for the Code::Blocks GP2X SDK setup. We have it there for a reason.

Edited by yaustar, 24 October 2008 - 10:57 AM.


#54 PokeParadox

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Posted 24 October 2008 - 11:23 PM

Again a little status update. Added prelim hi-scores table for the random PandoraPanic mode. I'll tidy it up hopefully tomorrow... a framework update might be on Monday because I'll be busy with work over the weekend :S

#55 .Gogeta§§J4BR.

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Posted 25 October 2008 - 06:25 AM

Any screenshot or videos of this running?
I'm pretty tempted at making some little games for it as well smile.gif

#56 PokeParadox

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Posted 25 October 2008 - 10:05 AM

Please make some games! laugh.gif

I'll try and take a few screenies at least, and possibly a video of the current status. Again let me get through the weekend first though busy busy.

#57 Gruso

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Posted 25 October 2008 - 10:48 AM

Thanks to my new found expertise at, er, opening C::B and clicking Build, I can provide you with a (resized) screenshot.

IPB Image

It's the least, and the most, I can do.

#58 A_Llama

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Posted 28 October 2008 - 02:55 AM

Well, I may be able to make some music for this.

What would you be looking for exactly? I mean, would you want different little bits of music for each game like warioware or what?

I'd be happy to try and help, just need to know what kind of thing you want smile.gif

#59 PokeParadox

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Posted 28 October 2008 - 11:58 AM

Due to the nature of the game all that is needed is short snippets of music.
We currently have pretty much nothing... biggrin.gif

so somethings that are needed are
Title screen music,
short winning music,
short losing music,
credits music,
You got a hi-score music,
hi scores screen music,
minigames themselves.
woo! so if you need a build or anything else I'll gladly provide it. Obviously I'm not expecting you to do everything in that list, but if you can fill in a few blanks it would be great!

Status Update: almost ready for another framework update. (working hi-scores tables and credits screens... couple of bug fixes)

#60 A_Llama

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Posted 28 October 2008 - 03:26 PM

A build would be helpful biggrin.gif

I made some short winning music though: http://www.megaupload.com/?d=UZ6ACITE

Let me know what you think!