Bennu Game Development

English Forums => Projects => Topic started by: handsource-dyko on October 17, 2011, 03:21:26 PM

Title: Malvado version 1.7
Post by: handsource-dyko on October 17, 2011, 03:21:26 PM
Finally done!  :) I've uploaded version 1.7 of malvado, with many fixes and improvements to the editor.
The tools make extensive use of dykodialogs. But, the I've also written a new (html based) help system.

The game features a few improvements to some entity types, and the Enviornment trigger is also added (transition
effect). Also, cutscenes and infobubbles can now be disabled and the demo mode has been modified to have a very
small memory footprint. It used to load 4 large fpg's in memory, but now it loads/unloads map files sequentally.

I also made a few new levels (the backgrounds are made with scenemapedit) to demonstrate some of the improvements.
Cutscenes can now also be edited with the cutsceneplayer.

From mapedit, scenemapedit and cutsceneplayer you can access the leveltable, hiscoretable and resourcetable.
These used to be seperate programs, but now they are dykodialogs code that's incorperated in all three main editors.

You can find more info and downloads here: http://code.google.com/p/malvado-bennuremake/ (http://code.google.com/p/malvado-bennuremake/)
And an online version of the help system here: http://dykodesigns.woelmuis.nl/bennu/malvado/dev-docs/index.html (http://dykodesigns.woelmuis.nl/bennu/malvado/dev-docs/index.html)

I also created a dvd cover and booklet that you can print if you like.


The caanoo and wiz versions are as always:Untested. Maybe someone could test these and let me know if it actally works
and tell me about any problems.


Hope you enjoy! ;)


Title: Re: Malvado version 1.7
Post by: josebita on October 17, 2011, 03:58:00 PM
So Cool! Karma!

You've done a great job! Will have to review it carefully, but you've developed a lot of very useful tools :)
I'll post the info in @BennuGD later.
Title: Re: Malvado version 1.7
Post by: handsource-dyko on October 17, 2011, 05:03:53 PM
great! ;)
Title: Re: Malvado version 1.7
Post by: MisterN on October 18, 2011, 02:07:20 AM
dare i say, xbla indie port? probably just compile bennu with malvado in xna.
Title: Re: Malvado version 1.7
Post by: handsource-dyko on October 18, 2011, 07:19:32 AM
What is xbla?  ???
Title: Re: Malvado version 1.7
Post by: josebita on October 18, 2011, 02:22:09 PM
Quote from: DoctorN on October 18, 2011, 02:07:20 AM
dare i say, xbla indie port? probably just compile bennu with malvado in xna.
Bennu cannot be compiled with XNA.

Quote from: handsource-dyko on October 18, 2011, 07:19:32 AM
What is xbla?  ???
Xbox Live Arcade, a way for selling indie games for the Xbox.
Title: Re:Malvado version 1.7
Post by: handsource-dyko on August 05, 2012, 07:23:08 PM
A video of the new attract mode I'm working on:

http://www.youtube.com/watch?v=vNKRUU4_sPc&feature=plcp (http://www.youtube.com/watch?v=vNKRUU4_sPc&feature=plcp)

At first I tried capturing the user inputs, that sort of works, but hard part is getting the timing right. So I scrapped that and tried a different approach by capturing the player's process animation state. This works much better.
Title: Re:Malvado version 1.7
Post by: josebita on August 05, 2012, 10:11:24 PM
Quote from: handsource-dyko on August 05, 2012, 07:23:08 PM
A video of the new attract mode I'm working on:

http://www.youtube.com/watch?v=vNKRUU4_sPc&feature=plcp (http://www.youtube.com/watch?v=vNKRUU4_sPc&feature=plcp)
Very interesting! With some tweaking you could create a reverse time (braid-like) effect, right?
At first I tried capturing the user inputs, that sort of works, but hard part is getting the timing right. So I scrapped that and tried a different approach by capturing the player's process animation state. This works much better.

Title: Re:Malvado version 1.7
Post by: handsource-dyko on August 06, 2012, 06:52:38 AM
Oh, you mean playing the game backwards? Yeah, that should be possible. The only problem I'm still having are platforms, I improved my data set by adding a flag for when the player is on a platform but now the playback seems to be a little off in timing. Still have to tweak a few things.

The reason I revisited the attract mode is because the old approach with fpg's/map based movies was very inefficient (required a lot of memory). I thought, if they could do an attract mode in the old arcade and NES games, then it must be really simple since those system only had a few kb to work with. So I started thinking about how they could have done it and I thought about input recording. Also, most of these games did not have any random events in them, so they are totally predictable, wich is the key.
Title: Re:Malvado version 1.7
Post by: SplinterGU on August 07, 2012, 03:32:47 PM
Quote from: handsource-dyko on August 05, 2012, 07:23:08 PM
A video of the new attract mode I'm working on:

http://www.youtube.com/watch?v=vNKRUU4_sPc&feature=plcp (http://www.youtube.com/watch?v=vNKRUU4_sPc&feature=plcp)

At first I tried capturing the user inputs, that sort of works, but hard part is getting the timing right. So I scrapped that and tried a different approach by capturing the player's process animation state. This works much better.


great... very nice!
Title: Re:Malvado version 1.7
Post by: handsource-dyko on August 07, 2012, 06:20:17 PM
I'm doing some more tweaks. Platforms work now more or less, problem is that demo goes bad when jack has collision with a bee or ghost when he jumps off the platform (and jumps on the enemy to kill it). When playing the game jumping on the bee/ghost would kill it, but in the demo jack itself dies. I still have figure out exactly why this happens. I also forgot the gravity speed, so I capture that as well now. Maybe I'll have to cheat a little.... ;D