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Mensajes - Breadcaster

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General / Re:Mode 8
« en: Agosto 09, 2017, 04:40:10 am »
Hmm, thanks l1nk3rn3l. I tried both of those modes and on my virtual machine (VirtualBox running windows XP, on my macbook), BURNINGSVIDEO mode worked okay, although it didnt load any textures.

I've now managed to get the regular OpenGL version displaying models on my Macbook (outside the virtual machine), although for some reason it wont load any of the GUI text. Also, my laptop wont work with any kind of image formats aside from .jpg! .tga and .pcx wont load.

Can you use regular write() and writeint() to display things on screen when using M8EE?

Also, are there any tutorials on making basic games/projects with M8EE? it'd be a great help :)

btw - gave you a karma point for your post, much thanks ;)

Projects / Re:CyberCrisis Release v1.0
« en: Agosto 09, 2017, 04:35:37 am »


I'd love some feedback and honest ratings for the game, though. it's more complete and polished than like 90% of the stuff on so its a little sad that its not getting more attention, but to be honest I made the game for me to play mostly :)

I dont know why I decided to make an installer for it, haha. I could of just had it as a .rar, extract and play :P

General / Re:Mode 8
« en: Agosto 08, 2017, 12:09:07 pm »
Thank you, but sadly those wont work on my laptop - there isnt much documentation on Yeti3D and trying to run any of the example minigames at a higher resolution (640*480, 800*600) simply crashes, and with M8EE my laptop doesnt seem to be capable of doing anything but rendering cubes and spheres - it cant load the MD2 models. Like I said, it simply wont run many Unity3D games, it's not really a gaming laptop.

Specifically, I was looking to see if there was any compatibility with Mode 8 because I know that's a raycasting style engine (like Doom, Wolfenstien, etc). I know my laptop can handle that :)

General / Mode 8
« en: Agosto 07, 2017, 11:25:05 am »
Hi all

just wanted to have a quick ask if Mode 8 is present in Bennu at all - if not natively then via a DLL or extension of some kind. Most of my systems cant handle proper 3D (some unity programs simply wont run at all) so raycasting is ideal for me! If not then no biggie, just wanted to check. :)

- BC

Projects / CyberCrisis Release v1.0
« en: Agosto 07, 2017, 03:14:32 am »
Hey everyone!!!!

So after months of procrastinating, my Bennu game, CyberCrysis is finally up for free download on

Screenshots are on the page, as well as a trailer/video =)


- BC

Helpdesk / Re: M8E_IMAGEDRAW
« en: Agosto 07, 2017, 03:10:47 am »
Any progress on this? Actual 3D in Bennu would be a dream come true. As it is I'm stuck trying to work with DivDXs Mode 8 D:

General / Re:3D Engines and Development
« en: Julio 05, 2016, 04:00:58 pm »
Hi there!

I'm considering making a 3D game soon, I was thinking something set on the high seas, something spooky, Lovecraftian horror...

I have experience with some 3D modelling and unwrapping/texturing although not animating. So I have some experience working with 3D models and games though not much :)

Both Yeti3D and M8EE seem promising, which would you recommend for an English person unable to read up all the help topics on the forum? I'm worried about there not being enough documentation, or implemented collisions in the engines, haha.

Helpdesk / Re:Decimal dilemma!
« en: Julio 05, 2016, 08:55:36 am »
@SplinterGU I didn't realise BennuGD supported floats, haha. Though when I try to run the code that I posted with floats instead of ints, it's the same result -

float myfloat=0;



myfloat comes out as 0, when writing it to screen :/ I don't understand why.

However, I've found a solution to this issue now thanks to Mike Green on the Div-Arena forums who suggested just multiplying everything up and then dividing it down when calculating the final result, which has worked brilliantly :) But I've given you some karma all the same, Butcher, for letting me know about floats!! :D

Helpdesk / Re:Decimal dilemma!
« en: Julio 04, 2016, 03:20:20 am »
Hells horses! I had no idea Floats were a possibility in Bennu, wow. Thank you Butcher, I'll give it a shot! Brilliant to have your help on this, very grateful :D I'll give it a shot and see how it works out.

Helpdesk / Decimal dilemma!
« en: Julio 03, 2016, 08:43:37 am »
Hello everyone!

So CyberCrisis is coming along well. There's a few things to be added, like FMV sequences and a few more sound effects, but the bulk of the work is done - now there's just a few pesky bugs left to be fixed. I'd like to thank everyone who's helped so far on the forums, I'll be sure to put a nod to you in the ingame credits. Here's a trailer of the game so far, to show that your assistance has not been in vain!

Now, onto the aforementioned "decimal dilemma". One of the last remaining game bugs is that the health bars do not always accurately depict the health of the units they are floating over, including the player. As this is the only indicator for the players health, this is a pretty major issue.

The reason for this bug, as far as I can tell, is because the system of updating it is so weird - at present, the healthbar(); process is updated by a local variable called "wounded" in the father of the process that called it - which is how processes communicate that they're doing damage to each other in CyberCrisis (via "wounded"). So in the context of the healthbar - "if (father.wounded<>0)" is how the health bar process knows to update itself, taking drawing the red box further to the left of its map. This has an issue when the gameplay gets as frantic as you see in that above trailer there ^^^^ so another solution is required.

Other variables used in the game are health and maxhealth - these should be self explanatory, but essentially maxhealth is the maximum amount of health the player can have, and health is how much health the player currently has. What I thought would be a better idea than using the if (father.wounded<>0) method would be to just update the healthbar(); process every frame, using a calculation between the width of the health bar graphic (50 - 50 pixels wide and 3 pixels high), health and maxhealth - regardless of if the player has taken any damage or not (I would need to somehow adjust this for the enemy units, destructible objects and buildings, as their health variables are private - this could be done with a local variable for health, let's say notplayer_health :p ).

So, the solution I came up with, was firstly to declare some private variables - health_unit and h_unittoremove. health_unit=(50/maxhealth) to come up with the amount of pixels to remove for each health point lost, and h_unittoremove=(health_unit*health), to come up with the total number of pixels to redraw as red (with the red box). Then draw_box(0, 3, h_unittoremove, 3); frame; in the main loop of the process. Now, this works just fine in theory. Maxhealth and health start as the same amount - 300. (you can upgrade the amount of maxhealth you can have later on in the game, through the use of the ingame shop :) )

So, 50/300 (maxhealth) =0.166666666666667 - so 0.166666666666667*300 (health) = 50. Lower the health (the second 300), let's say to halfway - 150 - and you get 0.166666666666667*150 = 25. Perfect. Except, not. Because Bennu does not support floating point maths/decimal points. So what you actually get from 0.166666666666667*300, or 0.166666666666667*150, or 0.166666666666667*anything, is a big fat 0. Doh!

Is there a way around this that anyone can think of? It's a real head scratcher.

Again, thank you so much for everyone's help so far! <3

- Breadcaster

Helpdesk / Re:writing variable as 01 instead of 1
« en: Julio 03, 2016, 07:53:05 am »
By the way, just check if timer is working OK. Last time I checked with a VERY OLD version of Bennu, timers aren't as accurate as a manual counter.
And maybe your code must be:

Código: [Seleccionar]
if (timer[0]>60);
    timer[0] -= 60;
if (seconds<10);
    write(fontname, 320, 240, 4, "0"+itoa(seconds));
    write_int(fontname, 320, 240, 4, &seconds);

Or else you will be deprecating some hundredths seconds every 60 (timer is in hundredts of seconds, not seconds). Check the doc:

Thank you so much Drumpi, this actually fixed a bug I've been having for quite a while!! I'm using a newer version of Bennu but this still proved useful.

Helpdesk / Re:writing variable as 01 instead of 1
« en: Junio 15, 2016, 07:52:32 am »
Best way on this, I guess, is to have a statement like:

if (timer[0]>60);
if (seconds<10);
    write(fontname, 320, 240, 4, "0"+itoa(seconds));
    write_int(fontname, 320, 240, 4, &seconds);


Helpdesk / Re:A bug in screen_get ?
« en: Junio 15, 2016, 05:53:19 am »
I didn't, that fixed it - thank you! I was treating it like screen_copy() from the original DIV, haha. Didn't realise it needed to be unloaded. :)

Helpdesk / A bug in screen_get ?
« en: Junio 09, 2016, 11:01:56 am »
Hello all, hello hello hello.

So I've seen this done a million times in before, and I'm sure you all have as well :) Where ingame, there's a TV screen or a display of some kind which shows exactly what the player's looking at, using the screen_get function. In DIV, this would of originally been screen_copy.

I've got it working just fine in my game at present, except that every now and again, it causes a random crash - the game will quit and I'll get the "blabla has encountered a problem and needs to close" Windows box pop up.

Before the loop/just after the Begin, I have this code:

displayscreen_graph=map_new(73, 55, 16);
map_xput(0, displayscreen_graph, playersscreen_graph, 36, 27, 0, 15, 0);

and then in the main process loop, this code:

playersscreen_graph=screen_get(); // Crash
map_xput(0, displayscreen_graph, playersscreen_graph, 36, 27, 0, 15, 0);

For some reason, the line I've commented with "Crash" makes the game, well, crash. Commenting it out/removing it and running the game works just fine (except the screen doesn't update beyond the first frame of course).

Has anyone here had any experience with it, any why this might be crashing the game? I've searched the forum and, of course, all the relevant results I can find are in Spanish, haha. Is Screen_copy still in Bennu or has it been replaced entirely by screen_get?

The game's very near completion and it's a blast to play, I'm sure you'll enjoy it when it's done :)

Thank you for your help!!

- Breadcaster

Helpdesk / Re:writing variable as 01 instead of 1
« en: Mayo 17, 2016, 04:31:10 pm »
Yeah I actually have a similar issue, I've got an ingame timer which is written on screen and I'd ideally like it to be written as ##:## (e.g. "03:25" rather than "3:25"), it just looks sorta... well, it serves its function but it just doesn't LOOK right. Is there any way to change/fix this?

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