rockbot

Doing Platforms

[lang_pt-br]O beta7 foi estabelecido como sendo metade para correções e metada para novas funcionalidades. No campo das novas funcionalidades, estamos inestindo em criar os 8 estágios iniciais, 2 estágios do castelo-caveira, armas de chefe e tanques de energia, sendo estas as condições minímas para que o lançamento do próximo beta seja feito.

Mas, para que os estágios sejam divertidos, e não apenas um corredor reto até a sala do chefe, é preciso que sejam implementados alguns objetos especiais como plataformas. Nós já temos suporte a diferentes tipos de objetos no formato de arquivo e editor, mas a detecção de colisão com estes, no jogo, estava bastante errada, daí então a necessidade de correção de bugs nesta versão. Ontem nós conseguimos corrigir este defeito, e as plataformas como movimento esquerda-direita agora estão completamente implementadas, apenas precisamos adicionar mais tipos, como as que se movem de cima para baixo e os famosos e odiados blocos que aparecem e desaparecem.

No fim das contas, este próximo beta deverá ser bastante próximo a versão final, ficando de fora apenas detalhes como o final do jogo (créditos), morte de jogadores (ela só atrapalha para desenvolver) e tanque de recarga de armas.[/lang_pt-br]

[lang_en]Beta 7 is meant to be a half bug-fix and half-development release. In the development, we are investing into creating the 8 initial stages, dialogs and 2 skull-castle stages, boss weapons and energy tanks, this being the “ready” factor for the release, after all is implemented, beta 7 will be out.

But for stages to be enjoyable, and not only a linear corridor until you reach the boss room, we need to implement some special objects such as platforms. We already have support for objects, of differtent kinds, including platforms, in the file-format and editor, but the implementation of colision with those were buggy. Yesterday we fixed the colision with objects and left-right moving platforms are full implemented and functional, now we just need to add more types as top-bottom and the famous and hated dissapearing blocks.

All in all, the next beta should be very near to the final version, being abscent only some details such as ending (credits), player death (this only makes development harder, for now) and weapon refill tank.[/lang_en]

Beta 7

[lang_pt-br]E então, o que vai vir no beta 7?[/lang_pt-br]

[lang_en]So, what is coming in beta 7?[/lang_en]

Beta 6 images

Beta 6 preview

beta 6 lançado / beta 6 released

[lang_pt-br]Atualizado II: O pacote para Nintendo DS também tinha um problema com o binário, atualizamos ele para corrigir o problema.

Atualizado I: Fiz o re-envio dos pacotes de Ubuntu para corrigir um erro de path, se você fez o download deles, por favor, baixe o arquivo novamente e reinstale-o.

É com orgulho que anunciamos o lançamento da versão beta 6. As novidades são muitas para serem listadas, mas basicamente temos um estágio inteiro, com chefe (imóvel, pois ainda não implementamos a inteligência artificial para estes), tela de obtenção de arma, sons, música e uma física bem mais decente.

Criamos versões para Ubuntu 10.04 (o editor requer Qt 4.7.0), Linux (TGZ), Windows (finalmente com pacote do editor), Playstation 2 e Nintendo DS. Para obter os arquivos vá para a página de downloads, e se tiver problemas para rodar o jogo, entre em contato conosco.[/lang_pt-br]

[lang_en]Updated II: The Nintendo DS package also had a problem, we uploaded a new one with a fix.

Updated I: I’ve reuploaded the Ubuntu packages to fix an path error, if you got the package, please download it again and reinstall.

It is with pride, that we announce the beta 6 version. The new features are too many to be listed here, but we basically have now a complete stage with boss (still non-movable once we did not finished implementing the artificial inteligence for it), got weapon screens, sounds, music and pretty decent phisics.

We created versions for Ubuntu 10.04 (the editor requires Qt 4.7.0), Linux (TGZ), Windows (finally with editor package), Playstation 2 and Nintendo DS. To obtain the files, go to the downloads page, and if you have any problem to run the game, please contact us.[/lang_en]

Improvements / Melhorias

[lang_pt-br]A semana a mais que decidimos usar para corrigir problemas com o beta 6 está valendo a pena. Já temos um sistema de som completamente funcional para o Playstation 2, tocando músicas – o formato é o velho Amiga-MOD, não iremos mais utilizar mp3 – e sons usando o formato wave. O único problema que resta é exatamente aquele que bloqueou o lançamento semana passada, e que será nossa prioridade a partir de hoje. Com os ports de Linux, Windows, Playstation 2 e Nintendo DS atingindo o mesmo nível de funcionalidade, poderemos novamente, daqui em diante, investir em outros ports, como Mac OSX e Xbox.[/lang_pt-br]

[lang_en]The extra week we took to fix problems in beta 6 build is paying off. We already have a sound system fully functional for Playstation 2 port, playing music – using the old Amiga-MOD format, as we won’t be using mp3 anymore – and sounds in wave. The only remaining problem is exactaly the bug that blocked the release, and that will be our number one priority starting from today. With the ports to Linux, Windows, Playstation 2 and Nintenedo DS reaching the same functionality level, we can start looking again in ports to anothers systems such as Mac OSX and Xbox.[/lang_en]

Extra beta this (next) weekend

[lang_pt-br]Nós decidimos lançar um beta intermediário neste fim de semana, com isso teremos ainda um beta 7 antes dos release candidates. O motivo é que precisamos estabilizar e testar um pouco o código, e ao fazer as builds sempre acabamos melhorando a qualidade do código.

ATUALIZADO: Encontrei um bug no Nintendo DS que causa o congelamento do jogo ao se carregar um mapa pela terceira vez. Por isso vamos levar mais uma ou duas semanas para lançar o beta 6. No tempo extra, vamos corrigir diversos bugs na versão de PS2 e tentar melhorar a implementação de som nele, usando a própria SDL_Mixer.[/lang_pt-br]

[lang_en]We decided to release an intermediate beta in this weekend, with that, we’ll have a beta 7 before the release candidates. The reason is thar we need to stabilize the code a little, and making builds always help us to find and fix problems, improving code quality.

UPDATED: I’ve found a showstopped bug in the Nintendo DS that causes a freeze when loading a map for the tird time. So, we’ll take one or two extra weeks to release beta 6. In the extra time, we’ll fix several bugs in the PS2 version and try to improve sound on it, using the SDL_Mixer itself.[/lang_en]

Steady Progress

Work is being done nicely, and beta 3 promisses to be a really good one. See this small preview:

Here is the list of features, and it’s status, that will be in the next beta, targeted to the end of this month:

DONE – one/two player mode
a) remove player 2 from move/clear/show functions
b) scroll with only one player
c) select one or two players
d) on PC, P1 can use both joy1 and keyboard
DONE – allow multiple instances of a same NPC (to reuser the same graphics in a different position)
DONE – adjust players initial position
DONE – add players HP bars
DONE – fix collision verification when falling from a jump and moving left/right (still needs more work)
DONE – make NPC shield itself (shiled flag, plus frame zero in animation)
DONE – player hit animation
DONE – add collision verify into player hit animation to not move where it can’t
DONE – NPC hit animation
DONE – player hit animation
DONE – make players loose 3 hit points when touching a NPC
DONE – fix jump+shoot and walk+shoot animation
DONE – player teleport animation in stage start
DONE – “ready” text animation on stage start
DONE – align hit animation centered vertically and horizontally to the player or npc
DONE – editor: add fill tool (still needs work for non-continual areas like a square)
NOT – separate hit into NPC check into a separate function and call it even if player is stopped
DONE – make NPC shoot
DONE – NPC shoot must diminish 1 HP from players when hit them
– fix small underscreen bug on top of the screen
– show projectile more near to the hit target (is vanishing too soon)
– NPC killed animation
– create a complete map (without boss)
– add a small text in the stage ending (beta and credits)
– create deb package for Ubuntu/Linux
– map PS2 joystick buttons correctly
– fix timing for PS2
– initialize units for PS2 according to need (use argc to find run path)
– create an official PS2 build

Beta 2 released

This is a big day for the Rockbot project as marks the first release that already have a good foundation and a plan for features. Go grab the beta 2 build for Windows in our project page.

Some of the new features added in this beta are:
  • revised and incrementd NES palette to use current black colors
  • added ESC key to leave game in intros too
  • fixed the screen’s left side extra one pixel
  • fixed NPC sprite background overlapping PCs
  • changed NPC graphic
  • fixed bug that players are one pixel above ground
  • fixed scrolling to make floor always visible
  • vertical scrolling together with horizontal not working
  • a dead NPC is still blocking the shoots
Linux still do not have a build, but we plan to create deb packages for Ubuntu (always the lastest version, currently 9.10) and a Playstation 2 build starting from the next beta.

We have a plan! (besides take over the world)

We are deciding a list of features each beta will need to acomplish.

This is great, because it is cleaner to see and think what needs to be done, in an incremental way, instead of the old and plain TODO list.
Here is what is planned to beta2 (and much more that was implemented before the creation of the plan), due to come out in the next weeks:
  • revise and increment NES pallete to use current black colors (add a strong yellow for Betabot)
  • add ESC key to leave game in intros too
  • fix the screen’s left side extra one pixel
  • fix NPC sprite background overlapping PCs
  • change NPC graphic
  • fix bug that players are one pixel above ground
You can check the up to date document here: sourceforge svn for RoadMap