[Staff] Grayscale Slippy Is in finally finished!
Moderator: MaxCoderz Staff
- kv83
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Here a new screenie for you guys
I did some little bugfixes. Made some levels in EarlyMorning. Made the whole source LateNite "compatible" and made a nice titlescreen with great help of MadSkillz (thanks!)
I'm kinda bored of this project, so I'll propably will make all levels and just release it in it's current state... even if it is a lot bigger in kb than orignally planned.
I did some little bugfixes. Made some levels in EarlyMorning. Made the whole source LateNite "compatible" and made a nice titlescreen with great help of MadSkillz (thanks!)
I'm kinda bored of this project, so I'll propably will make all levels and just release it in it's current state... even if it is a lot bigger in kb than orignally planned.
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- Calc Wizard
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- kv83
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When it comes to elements, slipyy is quite simple. A "wall" element, a "icecube" element which you can push, a "hole" element in which you can push the icecube to cross and a "coin" element which you have to gather. That's it.necro wrote:yay! What components are in the game (kinds of blocks, items, etc)?
- tr1p1ea
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Simple but very 'cool' .
I noticed that you are still using Duck's grayscale package. Although i think it is perfectly acceptable for this game, it might be better to switch to the RGP? Only because after releasing Desolate i noticed that a LOT of people totally ignore the readme and accuse the game of being slow because they dont understand that you have to mess with the interrupt frequency setting at the start. I know it seems astonishing that some people are unable to figure it out ... but its true.
I noticed that you are still using Duck's grayscale package. Although i think it is perfectly acceptable for this game, it might be better to switch to the RGP? Only because after releasing Desolate i noticed that a LOT of people totally ignore the readme and accuse the game of being slow because they dont understand that you have to mess with the interrupt frequency setting at the start. I know it seems astonishing that some people are unable to figure it out ... but its true.
- kv83
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Unfortunatly, Jim won't release it very soon and I'm not going to use his betatr1p1ea wrote:Simple but very 'cool' .
I noticed that you are still using Duck's grayscale package. Although i think it is perfectly acceptable for this game, it might be better to switch to the RGP? Only because after releasing Desolate i noticed that a LOT of people totally ignore the readme and accuse the game of being slow because they dont understand that you have to mess with the interrupt frequency setting at the start. I know it seems astonishing that some people are unable to figure it out ... but its true.
- kv83
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Propably because it's quite simple hack of a game. If I count all hours I worked on it, it maybe cost me 7 hours to make it. 2 hours to write the whole basic enginexlibman wrote:Wow nice stuff Kv, I dunno why but everytime I see this I am always tempted to make a grayscale xLIB version of the same game
- Madskillz
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Or you could simply just set the frequency yourself kv. To six (Generally the most playable) and then the user doesnt even have to bother with it.
RGP is pretty much ready in its current state. Jim was just gonna add some more stuff to make things easier.
RGP is pretty much ready in its current state. Jim was just gonna add some more stuff to make things easier.
The Revolution is here...
I know :) but why not using it, since it works now and it is more user-friendly than GPP (no timer setting) ? I don't get it...kv83 wrote:As does the GPP :P. It's not a questions whether it's working or not. It's a question whether it's finished or not. I'm not going to use half-finished versions :)pacHa wrote:the beta seems to work very fine though :) (83+ on pti and 83+se on real hardware)