yeah but unless he changed this, in the first version it rarely used gcls in order to keep the stuff on the screenPretty sure you can skip certain aspects when using ACLS, like only clear graphics, not sprites or BGSprites.he would need a gcls to remove themSeems inefficient? I mean using sprites for effects isn't the optimal idea , try something that uses GCIRCLE with varying radi within an area. Edit: unless they disappear then it's fine.are the particles just randomized filled circles or are they something else..?Sprites that goes on random directions and has animations. That's how i archieve spinning confetti and more stuff.
Food Splatterhouse [BIG] official thread
Root / Talk About Programs / [.]
Autz64Created:
Ah ok.Edit: unless they disappear then it's fine.They do dissapear. What remains is the drawings on the graphic screen.
Whatever you were working on before, really.
Well, as for today (05/10/2017) I did several tweaks and updates, mainly because the way i did it was poor, but is one step on the correct direction:
- Modified the particle definition. Now blood particles and "general" particles -like smoke- will be sepparated, so the quantity of one won't affect the other. Also, i merged the advise of Warrior with my ideas, and as a result the blood particles are more clean and you will have both blood particles and GCIRCLES on them!:
- Tweaked the Bosses life, again. Now fights won't last too long, but still i need more testing.
- Fixed an odd glitch where the boss counter counted bosses that didn't exists.
- Now, when you defeat all the bosses, the game will continue with increased speed and more enemies. Just like the original game. I made it on a weird way since i'm going to add like a mini-presentation between waves.
- Added a new conditional to the game loop. Now it will also end when you reach an specific number of waves.
- Added a BETA "Gameover" screen. The presentation will change depends if you die or you survive all the waves. Also, it will have some information like total score/money, highest combo and more!:
- Added player "exp" just like the original game. You level up when you reach the neccesary quantity of exp. However, i'm going to make more changes to it so it will be consistent with future ideas i have. Also, it needs more tweaks.
Also, i'm aware of the poll results, and tomorrow i will start doing the second boss!
it would be cool to see a control option maybe like using abxy to move and circle pad to aim in different directions or using touch screen to move using a touch pad. EDIT: the touch pad could be also used to aim too, it would be pretty easy to makeThe default behavior is using the Circlepad to move and the touchscreen to move the crosshair and L/R to shoot, if that is what you mean. And since i don't have a N3DS or CirclepadPro, i can't test other schemes without the C-Stick. Other alternatives could be using ABXY to move or shoot.
What? neither do i but where does the C stick come in..? also i meant A touch pad not the one, you would have to make/use the already made onesit would be cool to see a control option maybe like using abxy to move and circle pad to aim in different directions or using touch screen to move using a touch pad. EDIT: the touch pad could be also used to aim too, it would be pretty easy to makeThe default behavior is using the Circlepad to move and the touchscreen to move the crosshair and L/R to shoot, if that is what you mean. And since i don't have a N3DS or CirclepadPro, i can't test other schemes without the C-Stick. Other alternatives could be using ABXY to move or shoot.
What? neither do i but where does the C stick come in..? also i meant A touch pad not the one, you would have to make/use the already made onesOther control scheme could be the typical left=move and right=aim that is suited for tp-down shooters like this, but that requires 2 analog sticks, hence the C-Stick. Since i don't have a N3DS, i can't test it properly. I could make a barebone code for the C-Stick but i won't be able to test it and improve it. Also, with Touch Pad you mean the touch movement of the original game? Because using exact touch coordinates would be extremely uncomfortable for people who have a XL.
First of all, i'm sorry for my absence. I couldn't even make the second boss. However, i was able to make several small updates:
- Now both enemies and player will flick red if they receive damage.
- Fixed an odd bug with the blood spawner that crashed the game.
- Fixed a glitch with population counter.
- Improved overall balance on Arcade mode.
- Added skins for player bullets, up to 3 different skins:
- Added bunch of placeholders on the menu, to reflect future options:
I'm going to explain how controls will work, in order to have more flexbility:
The control section is going to be divided into 3 sub-sections (mainly because screen is too small):
1.- Movement
2.- Aim/Shoot
3.- Item usage
Each section will have options asking to the player how and what buttons will be used for such task. For example, on the Aim/Shoot sub-section, the first option will be how i'm going to aim (Touchscreen/ Sticks/ Buttons), and based on that, it will display other options regarding my selection (If Stick, then what stick to use; If button, what buttons to use; and such...). Notice that this is just the concept, i haven't implemented it yet, but i made some changes to the menu for easy integration.
As for today (25/09/2017), and yesterday, kinda:
- Now I'm working on the second boss, for real this time!
I made a quick match-up for the boss, alongside with some functions for the missiles. I'm going to add 2 random patterns to the boss's missiles (direct fire, and missiles falling from the sky) so it won't be too boring fighting him. Also, I'm having doubts with the "design" of the third boss, so is candidate for future changes.
- Now, when the timer hits 1 minute, it will execute GCLS command to clear the blood and stuff. Should i use 2 or 3?
- Added more sprites to GRP4, for future usage.
- Added a new tweak to the core game: When you defeated all the bosses, all enemies appeared all of a sudden. Now, it won't be like this anymore. Instead, the total of enemies on screen will gradually increase until reaches the number it previously had before the boss fight. This will serve to conditionate the player for a new wave fight.
- Fixed some glitches with sprite animation evaluation, where accidental wipeout of sprites caused errors.
So close to end the Alpha phase, yet so far... AAAAAAAAAAAAAAA
At the time i write this (26/09/2017):
- Improved missile explosion, with particles and sounds and stuff. Also, it leaves a burn mark were exploded.
- Improved code to erase lines and optimize readability and debugging.
- Added even more sprites, for future usage.
- Added random music for the main menu.
And last thing: Kinda preparing the code for the inclusion of custom control schemes. Is going to be a headache, but I'm eager to test it soon.
As for today (27/09/2017):
- Finished the 2nd Boss pattern: Now it will stay freeze (and will not receive damage) on a position while he's firing the missiles to the sky. When he finishes, N amount of missiles will fall from the sky on random locations, each missile each second. I think the boss is complete, i don't want it to be too complex for 3-boss battles.
- Fixed a glitch where already-fired missiles won't cause any damage when a boss was doing the pattern.
- Doing advancements on a extra game i had sometime ago. I have the overall plot and it just need dialogue and one or other technical tweak.
Last. I was talking to a friend of mine about some ideas for the third boss, and he gave me this idea: Refrigerator that, when closed, reflects player's bullets, and when open, spawn food and reveal his weak spot. Is possible given how i'm handling the code, but i want to know what you guys think about the boss before doing any code. On the rest of the week, i will focus on finishing the extra game, since is very simple and just need minor stuff in comparison.
Also:
Does this only work on SmileBASIC BIG? It looks like it from the name.It works (and is being made) on standard SmileBASIC (3DS). It has [BIG] in the name because i don't have a better way to say this is a remake and not a sequel or such. I got the [BIG] idea from SmileBASIC WiiU, which is an extended version of SmileBASIC and not a sequel, same applies here, kinda. EDIT: Added more updated screenshots to the main post.
I think BIG was added to the Wii U's version of SmileBASIC because it was a BIG version of SmileBASIC. But I guess it fits well in your title, although people could get confused and think it only works on SmileBASIC BIG.
If you want to choose a different name, Food Splatterhouse Deluxe sounds cool! Other than that, this project looks really amazing! I can tell it's going to be an awesome game!
As for today (28/09/2017):
- Improved the 2nd boss pattern. Now you will see a dim light that shows where the missile will crash, with animations and such. Also, the boss won't start the pattern until all his special missiles are gone. And last: The missiles from the sky will have a random chance to drop directly to your position, or dropping on a random location of the scenario.
- Now, when you kill a boss, it will spawn jewels. Up to 14 jewels and 7-5 as minimun.
- Added a Level-Up text that appears above the player when he levels up, with sound.
- Added a new tweak: When the enemies are wearing the Dr. Hakase skin (or if an enemy has Dr. Hakase skin on Skin Randomizer) and they got killed, they won't spawn blood. Instead, they will spawn binary numbers!
Enabling Party Mode will override this setting, however.
- Fixed an odd glitch with the previous tweak that screwed up enemy counters.
- Added even more stuff for the extra game, alongside more tweaks and technical improvements.
Also:
I think BIG was added to the Wii U's version of SmileBASIC because it was a BIG version of SmileBASIC. But I guess it fits well in your title, although people could get confused and think it only works on SmileBASIC BIG. If you want to choose a different name, Food Splatterhouse Deluxe sounds cool! Other than that, this project looks really amazing! I can tell it's going to be an awesome game!I pointed out on the main post that this is a 3DS project, so people won't confuse. Also, Deluxe sounds great, but i already have the animation of the title screen with [BIG] on it. I better leave it as it is.
As for today (30/09/2017):
- Fixed an odd glitch that erased the crosshair when a boss died (seriously, wtf?)
- Added some default configuration. Now, when you select a mode (excluding Free Play), the system will automatically configure certain parameters according with the mode selected, so everything would work as planned.
- After a long play on Suicide Mode, I decided to reduce the bullet speed so you can evade it on a more comfortable way.
- After a long play on Boss Rush, I decided to increase the number of waves and the EXP you gain and damage you receive. The most significant one is that Stomper will instantly deplete all your health. You can survive if you have the red potion selected.
- Bullet skin selection via in-game menu is now a thing. Now, some placeholders works as expected.
- Now you can use the stick to move through the menu, and change values quickly.
- Added logic to the shop. When you play any mode aside from Free Play, you will earn money (on Free Play you earn score, to avoid abuse of customization). That money at the end of the game (if you die OR if you survive; If you quit with the Pause menu you will lose the money) will be added to your wallet, and you can use it to buy some goods! Right now is incomplete, but at leat i finished the "skin shop" for both Player and Enemies.
- Now, the skin selection will be based on what skins you have unlocked via Shop.
I will continue with the menu, mainly because i placed some glitched code on it.
As for today (01/10/2017; 30 days until deadline):
- Fixed an odd glitch that erased not the crosshair, but the player. WTF.
- Added a BETA music for a secret boss.
- Added more sprites to GRP4, for future usage.
- Added custom control schemes (back-end). Now the movement, aiming, shooting and using items is based on an array that has the buttons the player introduced. Also, you can aim with both sticks (Stick and C-Stick) and shoot both manually and automatically, depending on your selection. Also, you can move the player using buttons instead of the sticks.
- Based on the previous feature, the bottom screen will display the current selection of controls.
- Added a small advice on the beginning of the program. If you start the program using and Old3DS, a message will appear asking you if you want to activate the EXPAD. Otherwise, it will automatically acitvate given that the other option is using a New3DS.
And ending the comment with this: What is that "... until deadline"? I want to release the game before Miiverse ends, so people can have time to download and play the game. And the most suitable day for that is October 30, so people can have at least a week to test the game properly. If i finish the game sooner than the given date, i will release it. BUT, if it is October 30 and i didn't finish the game, i will also release it on BETA stage.
This means that Food Splatterhourse [BIG] has a release date? Kind of.