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Quote from Von Richter:
Banjo,
if you want to potentially make programming a career, start with C++ right now and never look back. ;)

As far as making games for your own enjoyment, pretty much anything is fair game. It's more about knowing how to program than the language itself. Of course, there are speed limitations with interpreted scripting gadgets like Gamemaker and so on, but those limitations can be easily overcome if you think outside the box.

The original version of the engine was in Quickbasic 4.5 with a whole crapload of ASM libraries. And it ran about 4 times as fast. But there are too many problems trying to run DOS software under windows so I ported it. Kinda annoys me since all my development tools were coded in QB45, and I don't feel like porting those. Now I'm using freely available tools from around the net, but none of them are customized to my needs. But at least they get the job done.

Cheers,
-VR


which tool / compiler do you use for your Delphi works?
I wasn't able to find a free compiler nor a complete creation software (like Visual Studio). Afaik Eclipse doesn't support Delphi, so I'd really be interested in the tool you use.

as for C++:
C is a pain but also kinda funny. But it is pain.
C++ is much better but needs also very very much of knowledge (as for any other language).
As of now, I cade all my games in BlitzMax which has a BASIC syntax. It's easy to use, easy to understand and it's fun to create software/games with it. Limitations are everywhere, also in BlitzMax.
Banjo, by tools, I mean tile editors, movements planners, map editors, etc. Nothing to do with Delphi or compiling.

Google is your friend. Search "Delphi programming" for all kinds of crap and free stuff. I'm not going to rewrite all the expert tutorials on the net, because I am NOT an expert and I do plenty of things the wrong way. Here is some junk to get you started:

http://www.freebyte.com/programming/delphi/
http://en.wikipedia.org/wiki/Delphi_(programming_language)


But like I said, I would recommend learning C++. It gets easier with time. It's just really hard going to it after working with a BASIC syntax for so long because it's fundamentally different. But after some hard work it starts to make sense.
Edit history:
Von Richter: 2007-12-19 10:30:12 pm
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Nicely done! Both implementation and the animation. Very smooth and true to the original. :)
Oh man, this is so exciting!!!  Shocked  :P  Wow. I love Super Metroid so much, and this Fan Creation just looks Amazing! Most fan games I see I am not really impressed with... at all actually... but this...

SO AMAZING! Look at all those water effects! It looks brilliant!

Keep up the great work, and please dont stop.  grin new
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Von Richter: 2007-12-19 10:29:58 pm
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This looks awesome. :D Keep going, can't wait to see the final version.
Shifty Leader
That M2k2 guy
So the mockball is a lot easier in your engine than the original? I'm both glad and disappointed for some reason.
Edit history:
Von Richter: 2007-12-19 10:29:47 pm
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Shifty Leader
That M2k2 guy
so I guess that higher than normal Bounce isn't just a difference in the engine, but also a feature? Samus is not only able to morph into a spherical shape, but also take on the abilities of a kind of Super Ball?

Hahaha, you can totally make that an attack!
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Von Richter: 2007-12-19 10:29:36 pm
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Shifty Leader
That M2k2 guy
[23:53:31] <JaggerG> is it possible to make reflectors alter the direction of a speeding Samus?
[23:55:51] <JaggerG> someone needs to make the speed echoes keep going like half a screen after you stop.
[23:57:32] <JaggerG> maybe try to make it posssible to spark into the ground (although you shouldn't be able to shine like that)
[23:58:27] <JaggerG> send out debris from the landing point
[23:59:08] <JaggerG> but if i keep going on, it's not gonna be a metroid game anymore :^P
[23:59:38] <JaggerG> maybe i should be telling von-richter

So, just thought I should mention it here. Then again, if you have too much freedom, it might make you over-equipped. Could you possibly have a boss-fight that you could use speed booster attacks against? Like some sort of Phazon infused Drill-Man or something? >_>
l'appel du vide
Goddamn, that's good stuff.  And Moose's animations look great.


One thing I've never liked, however, is how the wave beam always follows the same path.  I've tried unsuccessfully in the past to hack (read: pester Kejardon) Super Metroid so that the beam flips "polarity", in a sense, after every shot, because I think the way Nintendo implemented it looks goofy as all get out.
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Von Richter: 2007-12-19 10:29:27 pm
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Edit history:
Von Richter: 2007-12-19 10:29:17 pm
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Green-Kirby, ROAR!
Sorry Von Richter I have to turn down your offer....
I'm already involved in to many projects.
Uh, what offer?  Question
I'm kinda interested in this. It's all very blurry to me, like.. the aim of the project and stuff. But there's no denying the results look excellent so far, and I can see room for self improvement, and I've already found a few things to nitpick.

I could be a nitpicker, among other things. I'm sickeningly good at pointing out things I don't like, even simple things like colors that might clash a little, a tile that's two pixels away from being seamless, or things like the pushing animation there that would look better if the head was turning less, or flipping the left and right rotation.

I've also always been interested in general game design. Game mechanics, level layouts, enemy concepts and all kinda stuff like that is something I've practiced muchly. And I've got a bit of pixel art skill to back it up. I'm just not entirely sure how much free time I'll have after summer. But I am kinda iinterested.

[edit] Von Richter, you offered him to try out some level designing. [/edit]
Edit history:
Von Richter: 2007-12-19 10:28:37 pm
The project is anything but vague. I've been planning and designing it for years. It's just purposefully presented that way to keep people guessing until it's done.
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Von Richter: 2007-12-19 10:28:47 pm
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Quote from Rox:
I'm sickeningly good at pointing out things I don't like, [...] like the pushing animation there that would look better if the head was turning less ...


  :'[
Quote from mooseproduce:
Quote from Rox:
I'm sickeningly good at pointing out things I don't like, [...] like the pushing animation there that would look better if the head was turning less ...


  :'[


Moose, for what it's worth I'm quite happy with your animation, and so is almost everyone else, and I look forward to any more cool stuff you do.
The powerbomb looks good, but if I may, I'd suggest that a shockwave-type effect is added to the outer part of the eclipse as it expands. It'd give it more of an impact, rather than looking like a background effect as it does now.
Edit history:
Von Richter: 2007-12-19 10:27:24 pm
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Rough idea:



If needed, I could animate it on a super metroid background for a better idea of how it'd look in-game.