Spinning Cubes
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hanzoCreated:
Download:HDSED3Version:Size:
Nobody knows the reason why, the cube columns fall infinitely. You have to avoid being fully stacked by cubes by vanishing them.
Replying to:hanzo
Thanks!
I'd like to hear your concept that I'm curious about, but I'm sorry that I cannot promise to realize it.
It’s cool. It’s more or less an idea.
Replying to:hanzo
Thanks!
I'd like to hear your concept that I'm curious about, but I'm sorry that I cannot promise to realize it.
I have two codes for you. BJNYN3A4 & PB54V34V These codes have a logo design I made for your game, and the screen idea for the 2 player bit.
Replying to:hanzo
Thanks!
I'd like to hear your concept that I'm curious about, but I'm sorry that I cannot promise to realize it.
I've got both of your graphic data. Both are very cool!
I'd like to apply your title logo screen to this game and re-expose the public key.
Of course I'll specify attribution in that case e.g. "This title logo is created by JacboyX".
Two player screen is cool, too. But unfortunately I cannot apply it soon because it's too hard for me to build CPU algorithm. Thank you.
The phenomenon has been pointed out twice for me till now. In conclusion, the BGM doesn't stop while cubes are spinning. I guess the sound effect while cubes are spinning interferes with the BGM. Could you try removing "BGMPLAY 1,128" in line 1031, 1041, 1051 and 1061 in this source?
Replying to:hanzo
Thanks!
I'd like to hear your concept that I'm curious about, but I'm sorry that I cannot promise to realize it.
Sweet... Thanks. I get the idea about CPU algorithms, and yeah... It’s tricky. Even I can’t wrap my head around it. Course all I can do is GUI and stuff. I am working my way up to cutscene animation. But the game programming, I just can’t seem to get it.
BGM 128 is responsible for the sound the cubes do, when spinning.
It seems messed up.
EDIT:
The maximum pitch you can achieve without starting interference is Octave8 D.
I'd recommend changing the A's in the MML data to D's. That'll sound much better!
I think
BGM track 128 just outputs garbaged sounds. Actually the args for the MML of BGM 128 like the O (octave) are the reason. O is set to be 8 which is too high pitched to output correctly and so, interferes with any sound productions (BEEP/BGMPLAY/...).Replying to:hanzo
Thanks!
I'd like to hear your concept that I'm curious about, but I'm sorry that I cannot promise to realize it.
Hey have you used the logo yet?
I've replaced the public key because of the following two reasons.
1. I've replaced the title logo screen with the much better one created by JacboyX.
(to JacboyX) I'm sorry but I've made a few adjustments to your logo design.
2. I've modified the sound effect during the cube rotation based on CyberYoshi64's recommendation.
Replying to:hanzo
I've replaced the public key because of the following two reasons.
1. I've replaced the title logo screen with the much better one created by JacboyX.
(to JacboyX) I'm sorry but I've made a few adjustments to your logo design.
2. I've modified the sound effect during the cube rotation based on CyberYoshi64's recommendation.
Yeah, I kinda saw why. The question mark that was behind the logo did make the logo take up the whole screen. Don’t know why you removed the cubes’ colors, but I don’t mind.
Replying to:hanzo
I've replaced the public key because of the following two reasons.
1. I've replaced the title logo screen with the much better one created by JacboyX.
(to JacboyX) I'm sorry but I've made a few adjustments to your logo design.
2. I've modified the sound effect during the cube rotation based on CyberYoshi64's recommendation.
Please forgive me for modifying your cool title logo. I intended to have applied your work to the title screen without any modifications. Your logo with question mark was too tall to put difficulty choices, "Press A to Start", supplier logo and the thanks to you, therefore I had to remove the question mark. And, surfaces on every cube in this game are painted in different (three to six) colors, but every cube was painted in monocolor in your work. That is the reason why I've removed your cube colors.
Replying to:hanzo
I've replaced the public key because of the following two reasons.
1. I've replaced the title logo screen with the much better one created by JacboyX.
(to JacboyX) I'm sorry but I've made a few adjustments to your logo design.
2. I've modified the sound effect during the cube rotation based on CyberYoshi64's recommendation.
Why not do the same for the logo’s cubes? It’ll fit into character, and it makes the logo look more creative. BTW those cubes spinning in the menu does give me an idea for an opening...
Replying to:JacboyX
Hey hanzo in the Japanese version of SmileBASIC there happens to be a robot fighting game. Is it possible to send that over to the US?
It didn't make it to either version. It was a tech demo for local multiplayer but I think it was completely broken and got scrapped at some point.
Edit: I assume you are referring to this : http://kland.smilebasicsource.com/i/xbaft.jpg