Malvado 2011 (bennu improved version 1.5)

Started by handsource-dyko, December 04, 2010, 01:33:46 PM

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handsource-dyko

#15
Quote from: josebita on December 27, 2010, 10:45:24 PM
Wanna make a screencast so that I can upload it tot the Multimedia page?

A screencast? For the jump bug? Or the game in general? And what kind of format would you like, I have "wink" on my computer, It can export to swf and image files.

Anyway, I dive into that jumping thing, so basically jack should jump only once even when the spacebar stay pressed.


EDIT: I fixed it. It is also fixed for moving platforms, this whas a little more complex because of the process interaction with the jump process (when jack is on a platform, he's a different process, so when you jump whilst on a platform, the process gets switched to the father process again.)

I have uploaded a patched version of malvado.dcb and malvado.exe, look for malvado-jumppatch.zip The patch will be removed when I upload the next version.


josebita

I meant of the game running normally. If you upload your video to Vimeo or Youtube, I can embed them in the Media part of the main website.

handsource-dyko

I've put a 7 minute video on youtube. It was quite a bit of work, because Magix video deluxe wasn't cooperating with me.
I've finally made the video with openshot on ubuntu linux. Works like a charm.

Anyway here's the url: http://www.youtube.com/watch?v=FKvYkD2Jt4k

embed: <object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/FKvYkD2Jt4k?hl=nl&fs=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/FKvYkD2Jt4k?hl=nl&fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>

josebita


Noivern

Quote from: josebita on December 30, 2010, 02:14:40 AM
Muchas gracias, lo subiré a la web :)
he meant "thanks very much, i'll upload to the web" (media section :3)


Windgate

Iván García Subero. Programador, profesor de informática, monitor de actividades culturales y presidente de TRINIT Asociación de Informáticos de Zaragoza. http://trinit.es

handsource-dyko

New version (V.1.6) is out!

Some improvements:

- some new types of entities, like spikes, chainball platforms, message bubbles, fire and waterfall animation
- includes jump fix
- Archives are now tar.gz format, so more compatible instead of 7zip.
- Dev version includes new tool called scenemapedit, you can create backgrounds with it.
- Documentation updates.
- Versions for the WIZ and CAANOO are also anvailible now, although I don't know if They work properly because I can't test these myself

The older 1.5 testing version is now deprecated on the googlecode download page.

Video featuring the improvements: http://www.youtube.com/watch?v=rSe9nk6f5nA
embed: <object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/rSe9nk6f5nA?hl=nl&fs=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/rSe9nk6f5nA?hl=nl&fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>

Demo of the editor and tools: http://www.youtube.com/watch?v=1uhwb7fx_-M
embed: <object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/1uhwb7fx_-M?hl=nl&fs=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/1uhwb7fx_-M?hl=nl&fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>

Downloads are on: http://code.google.com/p/malvado-bennuremake/

As always, the dev version includes all the sources as well.
Hope you enyoy it!

handsource-dyko

I've uploaded some missing html files that should be put in the dev-docs directory.
They are helpfiles and a revised version of the development manual.

josebita

Thanks! I'll download it and test it ASAP.
Have you thought of releasing a Wii version?

handsource-dyko

#25
preview of version 1.7, it's pretty complete, but I am still considering tweaking the first_plane object, and perhaps adding an extra
entity. Be aware that there are some weird glitches in scenemapedit, just save often. I haven't really changed musch to the game itself,
but mostly focused on polishing things.  Also working on some new levels (main reason for some improvements to the engine).

This is the first time I use dropbox, so I haven't got any experience with it yet. ???

http://dl.dropbox.com/u/43665695/malvado2011-development-distribution-all-platforms-part1.tar
http://dl.dropbox.com/u/43665695/malvado2011-development-distribution-all-platforms-part2.tar
http://dl.dropbox.com/u/43665695/malvado2011-development-distribution-all-platforms-part3.tar
http://dl.dropbox.com/u/43665695/malvado2011-development-distribution-all-platforms-part4.tar

List of changes in malvado 1.7

Overall:

1. Changed malvado.fpg to 16bpp mode, based on the 8-bit fpg "malvado-tweaked.fpg",
   this tweaked fpg has a slightly altered colorpalette (the black colors are shaded
   slightly so that the where not converted to transparant in the 8-16 bit conversion).

   You can compare these very small differences by opening malvado.gpl and malvado-tweaked.gpl
   side by side in notepad++ (23-07-2011).

2. Reorganised malvado.fpg, moved sprites to seperate fpg files, also updated the code and
   the data structures. Also updated datextract to reflect this change. (23-07-2011).

3. Created the "build-level.bat", "build-cutscene.bat", "build-scenemap.bat" scrips, wich compiles
   levels, cutscenes and scenemaps in a semi-automated way. This is an advanced feature, normally
   not needed for editing. Use these scripts with caution, since they will overwrite existing files.
   It requires -extract.prg files generated with datextract as input.  (24-07-2011).

4. Changed resources.fpg to 16bpp mode (24-07-2011).

5. Added a pause function, and changed loading screen (28-07-2011).

6. Replaced ltedit and resedit, functionality is now integrated in mapedit and scenemapedit,
   by making use of dykodialogs (01-08-2011).

7. Increased the length of the hiscorename from 14 to 19 characters (01-08-2011).

8. Changed some menus in mapedit/scenemapedit, added 2 new menus, wich host the replaced hiscore/
   leveltable and resources editors, and a menu for data file extraction (datextract). Some of
   these used to be located in the tools menu (06-08-2011).

9. Created the scenemapediteditor (august 2011).

10. Scenemapedit now has dykodialog for collision properties (18-09-2011).

11. Documentation system is now ready, is html based and quite comprehensive (18-09-2011).

12. Changed the internal implementation of the demo feature, now loads/unloads 1 map at a time,
    instead of loading 4 huge fpg's. Now memory usage is reduced from 512+ MB to about 18 MB
    when the demo's are playing. Now the demo system is cannoo friendly (21-09-2011).

13. Demo recorder now creates .map files, in a temp. directory called "movie". Be carefull, the
    directory has to exist in fpg\demo\. (21-09-2011).

14. Replaced the existing demo's with 4 new ones (21-09-2011).

15. Fixed the "disappearing menu" glitch in mapedit, scenemapedit and cutsceneplayer (22-09-2011).

16. Extended the features of the spikes_ball and spikes_ball_platform, now you can choose if the rotation
    should be clockwise or counter clockwise, and you can set 3 rotation speeds, slow, medium and fast (25-09-2011).

17. Scenemapedit save routine: fixed a bug that could cause data corruption, and changed the path of the fpg to
    fpg\maps (25-09-2011).

18. Made hardnessobject selection in scenemapedit easier. Before, it could be difficult to lock on a hardnessobject
    when it was covering a foregroundobject. The collision system seems to prefer the foregroundobject, making it
    sometimes impossible to move the hardness object. Now the foreground object is disabled for 5 seconds when the
    hand cursor collides with a hardnessobject, thus making it easier to select (25-09-2011).


19. Preview now jumps straight to position of the cursor in mapedit when previewing a level. Now, you now longer have
    to scroll all the way to the position you wanna check. also implemeted this feature for the game engine in test mode,
    this is enabled by default and under the toggles menu or F11 key (25-09-2011).

20. Added two extra options to the game (listed under misc. options), to toggle cutscenes and infobubbles (26-09-2011).

21. Extended the features of the object and first_plane entities, now they can be scaled, rotated, and flipped, and have
    transparancy set. (29-09-2011).

22. Did similair improvements to the scenemapedit objects, they now also have a properties window (30-09-2011).





SplinterGU

Download Lastest BennuGD Release: http://www.bennugd.org/node/2

handsource-dyko


SplinterGU

sometimes works... sometimes don't works...

I already download it.
Download Lastest BennuGD Release: http://www.bennugd.org/node/2