Ha, here is something curious - on a RokuTV (#5000 @ fw 7.1) in 1x1 mode i see vertical seams (vertical cracks) between the blocks, when that is not the case on a Roku 3 (#4200 @ fw 7.0). I tried both 720p and 1080p resolutions on Roku3, so it’s not the resolution (RokuTV has no setting to change resolution, it’s at 1080). There are no seams in 2x2 and 3x3 modes, so it might be something related to doubling the image size. The “cracks” are a pixel(or two?)-wide black lines between some of the solid 10x3 “macroblocks”. It’s not an eyesore, i won’t call it a bug.
It might be a 7.0 to 7.1 difference but i think much more likely is due to difference in the graphics engine between 3xxx/4xxx and 27xx/50xx models. (One uses OpenGL, the other emulates via DirectFB i believe).
“EnTerr” wrote:
Ha, here is something curious - on a RokuTV (#5000 @ fw 7.1) in 1x1 mode i see vertical seams (vertical cracks) between the blocks, when that is not the case on a Roku 3 (#4200 @ fw 7.0). I tried both 720p and 1080p resolutions on Roku3, so it’s not the resolution (RokuTV has no setting to change resolution, it’s at 1080). There are no seams in 2x2 and 3x3 modes, so it might be something related to doubling the image size. The “cracks” are a pixel(or two?)-wide black lines between some of the solid 10x3 “macroblocks”. It’s not an eyesore, i won’t call it a bug.
It might be a 7.0 to 7.1 difference but i think much more likely is due to difference in the graphics engine between 3xxx/4xxx and 27xx/50xx models. (One uses OpenGL, the other emulates via DirectFB i believe).
“marcelo.cabral” wrote:
Can you take a picture of this effect?
i was hoping by giviing detailed description to avoid: having to squat in front of TV to take photo with the phone, then uploading to computer, then resizing, then trying to upload to tinypic.com just to figure the upload dialog won’t open in Chrome, then to move to Safari to do the upload and see the URLs won’t show up because Flash is old and blocked, then to inspect html source for it, then do URLDecode to get the URL, then put it as IMG here just to be reminded that the moderator has forbidden size over 800px :oops: … ultimately, hope one of these will open for you:
“marcelo.cabral” wrote:
Can you take a picture of this effect?
It worked, thanks.
It’s weird, it follows the tiles transparency edges. It can be a side effect of how the regions from dfSetupDisplayRegions handles the relative coordinate system.
Does it shows this on the 4 rooms mode ? It uses the same resolution (854x480)
“marcelo.cabral” wrote:
It’s weird, it follows the tiles transparency edges.Aha! I am eating back all the bitchy frustration from taking the photo, since you noticed something i missed - it’s not only the vertical lines but also the appearance of diagonal lines separating the floor into distinct tiles
It can be a side effect of how the regions from dfSetupDisplayRegions handles the relative coordinate system.I doubt that because there is no magic in dfSetupDisplayRegions(), you can see the source via ReadAsciiFile("common:/LibCore/v30/bslDefender.brs"). On a side note, i am shocked somebody actually is using bslDefender
Does it shows this on the 4 rooms mode ? It uses the same resolution (854x480)No. I mentioned before it does not show in 2x2 or 3x3 - but i specifically went looking again and it’s only in 1x1 mode, and only on my RokuTV w/7.1 (i speculate will be the same with Roku LT #2700, Roku 1 #2710, Roku 2 #2720) and not on Roku 3.
I missed the promised milestone of April 30th for the version 0.8, but for a good reason, I decided to add a new set of sprites, to prepare for custom downloadable sprites in the future.
Will be ready soon, and I will update the private preview channel.
With one week of delay, finally I could finish v0.8 and the private channel is updated.
Tomorrow I will publish a video with 0.7 and 0.8 enhancements. The next release date remains May 30th, together with the source code.
The changeset is below.
0.8 - Guards Fight, Slow Fall Potion, Game Timer, Save Game, Save Settings, Mac sprites (kid, guards, sword)
* Add: Settings Menu: Control Mode, Graphics Mode, Credits
* Add: Default Limit of 10 health lives for the kid
* Add: Game timer (60 minutes default) - Message 2 seconds level, 2 seconds timer
* Add: After death timer: 15s after death, start alert for 6s if no button pressed restart game
* Add: Show guards on each level
* Add: Life indicator of the Guards on the Status Bar
* Add: Guards in all 7 colors - not on JS
* Add: Guard lives matching clothes colors - not on JS
* Add: Guard splash matching clothes colors - not on JS
* Add: Support for Macintosh sprites (Kid, Guards and Sword)
* Add: Fighting behavior for kid and guards
* Add: Disable Shift key "toggle mode" when fighting
* Add: Slow Fall Potion (big green): Float down when falling big heights (L7)
* Add: Back key stop the game and return to Menu
* Add: Menus to Save (from level 3) and Restore the Game state (level, health, time)
* Add: Sound Effects: guard hit, sword attack, sword defense, sword drawn, fight death, hang on fall
* Add: Ported Actor.js and Fighter.js code into charActor.brs
* Add: Ported Enemy.js to charGuard.brs
* Change: OK button now switch between Regular and Debug modes
* Change: Dark mode is now activated with Replay button when in Debug mode
* Refactor: Extracted common methods and properties from charKid.brs to charActor.brs
* Refactor: Moved game loop to gameScreen.brs
* Refactor: Moved the footstep sound to the CMD_TAP on process_command_kid as the original code
* Refactor: Moved VersionInfo to be shown when Debug mode is enabled
* Refactor: Created function FlipHorizontally to avoid duplicating sprites (left, right)
* Refactor: Reduced the size of images using tinypng.com
* Fix: When the fall is from too high with a plate, the kid is slower (L9R16-15-14)
* Fix: Only change to "engarde" when the kid has the sword (L1) - Same bug on JS
* Fix: Guards moves backward instead of turning when the kid is behind him - Same bug on JS
* Fix: Fight mode is ignoring the CharY - Same bug on JS
* Fix: Guards are not falling to lower level (use stabbed frames) - Same bug on JS
* Fix: Try step on a Loose Plate is making it fall
* Fix: Level 6 in "9 rooms mode" shows decoration over the wall
* Fix: Kid splash shows in front of pillar
* Fix: When drinking potion in a palace level the wall decoration disappears (L4R23)
* Fix: Missing tile on the assets: TILE_TORCH_WITH_DEBRIS = 30 - Same bug on JS
* Fix: When Door is opening and kid exit room and come back the door is closed again (L1 and L7)
* Fix: When engarde with back to the wall and retrieve the kid enter inside the wall (L2R4)
* Fix: Jump towards an opening gate fall forever (L7R3)
* Fix: Guard ignores close gate as a barrier
* Fix: Guard is not killed by spikes
* Fix: Sometimes jump to the right into wall crash (L3R12)
* Fix: Sometimes fall forever when jumping until fall - same bug on JS (L1R6 & L4R17-19)
* Fix: Guard fall forever when pushed down (L4)
* Fix: Crash when fatguard falls on the abyss (L6)
* Fix: Dead kid is not pressing the button (L7)
* Fix: Kid alerts the guard that fall forever (L4R17-18)
I know I promised to release yesterday, but there is a couple of bugs I don’t want to release without fixing.
I’m working on those issues now and will release the code later today
And the private channel was already updated with v0.9.3070, here is the changelog:
0.9 - Cut Scenes, Special Events, Mac sprites (tiles, enemies), Skeleton, Mouse and Jaffar
* Add: Game Opening Story
* Add: Game Cut scenes before levels: 2, 4, 6, 8, 9 and 12
* Add: Game Final Scene and Story
* Add: Scene for the end of the game by timeout
* Add: Music played on level exit (level 4 different and no song after level 12 and 13)
* Add: Events: Level 1 - Initial gate close is a button pressed on room 5
* Add: Events: Level 3 - Skeleton in room 1 will raise if the exit door is open
* Add: Events: Level 4 - The exit room song changes after the exit door is raised
* Add: Events: Level 4 - A mirror will be placed at room 4 and music played (once) when the exit room is opened
* Add: Events: Level 8 - If exit door is raised the mouse will show up at room 16 (kid needs to be at least 12.5s at the room)
* Add: Events: Level 12 - Tiles will appear automatically to create a bridge on room 2 to 13
* Add: Events: Level 12 - Entering room 23 go to level 13
* Add: Events: Level 13 - No health regeneration or remaining time shown on restarting the level
* Add: Events: Level 13 - Loose tiles above rooms 16 and 23 will fall when kid enters.
* Add: Events: Level 13 - Leaving room 3 from the right play a music and after that Jaffar goes engarde
* Add: Events: Level 13 - After Jaffar dies the button on room 24 is pressed to open exit door when kid enter room 3
* Add: Events: Level 13 - After Jaffar dies, screen flashes several times white, and show remaining time, the countdown stops
* Add: Events: Level 14 - The final scene shows entering room 5
* Add: On Final level 14 the screen is changed to Classic Mode (1 room) - Can't move back to previous level
* Add: Menu now can me moved both in vertical and horizontal control modes (thanks renojim)
* Add: Mirror tile on Palace sprite set - Not on JS
* Add: Support for Macintosh sprites (scenes, dungeon and palace tiles, TROBs, Enemies splash and life, skeleton and Jaffar)
* Add: Guard check for barrier and only advance if the path is free
* Add: Kid check for barrier and only go engarde if the path is free
* Fix: Sometimes Running-jump crosses closed gates
* Fix: Kid being stabbed to death does not show splash (thanks David!)
* Fix: Shift mode not working on Horizontal Control mode (thanks gmaster28)
* Fix: Pillar (id=25) is masked out when kid is climbing (L5R2) - Same bug in JS
* Fix: Debris tiles are being painted above the tile on the right
* Fix: Grab to the Left is hanging on the wrong tile - same bug on JS (L4R16, L5R10R7, L1R7) - Same bug in JS
* Fix: Falling after hang between Palace pillars the kid land on air (L5) - Same bug in JS
* Fix: Running into a tapestry shows kids face on the other side, same on gates (L10R1)
* Fix: Guard is not killed by slicer
* Fix: MOBs when falling off the screen on horizontal change is not working (L2)
* Fix: When two plates fall side by side only one debris is shown on floor (L1 & L2)
* Fix: When a plate fall over another plate it's not dropping those and the sprite get's stuck (L13)
* Fix: Kid on BlockX = 9 moving right do not change camera focus
* Fix: Kid can't walk through an open gate when it's on the right edge
* Fix: Kid was not sheathing the sword when opponent fall to other Y
* Fix: If kid is really close to the wall and do a turnengarde sometimes there is a crash in opp_left_side and opp_right_side
* Fix Guard hit when back to a wall, enter the wall (L2)
To change the guards behavior you have 3 options to be set on gameMain.brs:
44: m.fight = m.const.FIGHT_ATTACK 'parameter to set opponents fight behavior
Options:
m.const.FIGHT_ATTACK - Guards normal behavior
m.const.FIGHT_ALERT - Guards will be alert, follow you, defend but will not attack you
m.const.FIGHT_FROZEN - Guards will be static and you do not go "engarde"
To go directly to a place in the game edit the following lines on gameMain.brs:
77: m.currentLevel = ll
...
104: ResetGame(rr, tt)
Where:
ll = level number
rr = room number
tt = tile id
The “Replay” key on Debug mode set the “dark” mode on, where no tiles are painted
The “Slicers” shows a transparend red bar on debug mode, that is the “killer” area for the kid
very cool - just downloaded and playing around, having a tough time jumping on the run… saw a crash too - was playing and it just exited to home screen -this was the last line in the debug:
232, 160 runstop kid-54 R:1 T:3,1
update: i figured out how to jump!
btw amazing job you did here!!!
“joetesta” wrote:
very cool - just downloaded and playing around, having a tough time jumping on the run… saw a crash too - was playing and it just exited to home screen -this was the last line in the debug:
232, 160 runstop kid-54 R:1 T:3,1
I tested so many times that I can jump easily, but on the Roku 3 WiFi remote, you just quickly release the direction and click jump, it has some inercia on the previous movement.
About the crash, do you remember what Level you were ? the debug line you sent only shows Room and Tile, and also what you was trying to do ?
About the crash, it was on the very first level after dying and restarting about 25 times on the very first spikes :oops: , I think it happened about a second after the game restarted. haven’t seen it again yet.
oops i hit a bug, i wonder if i can upload a video? the kid fell off the ledge where the first spikes are (I suck at this game, but great at finding bugs!)
he’s stuck in an endless loop falling over and over…
Update: played for a while longer and that didn’t happen again. Didn’t get out of level 1 though…