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Temas - Breadcaster

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1
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

2
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 itch.io. https://catharticcreations.itch.io/cybercrisis

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

Enjoy!

- BC

3
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! https://vimeo.com/173254063

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

4
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);
playersscreen_graph=screen_get();
map_xput(0, displayscreen_graph, playersscreen_graph, 36, 27, 0, 15, 0);
graph=displayscreen_graph;

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);
graph=displayscreen_graph;
Frame;

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

5
Helpdesk / BGDC woes on Windows XP
« en: Abril 14, 2016, 10:27:54 am »
Hi there!

I've just recently redownloaded Bennu and attempted to get it running on my Windows XP (Professional version, service pack 3) operating system running on a virtual machine through VirtualBoxVM. I've used this method before on other machines and it hasn't had any issues, but this time I can't seem to compile a .dcb.

I can play Bennu games which were compiled on other systems, so the modules and the bgdi works just fine, but whenever I drag a file to the bgdc it fails to compile.

Dragging it to the compile_error batch file I've set up (using the command line - which is just "bgdc.exe %1 pause") just produces this error: "bgdc.exe is not recognised as an internal or external command, operable program or batch file."

I've searched all over the forums and can't seem to find any kind of help for this. What am I doing wrong here? Everything's all in the same folder so I can't see why there should be any issues!

BC


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