A bit of vacation

Olá a todos. Primeiro, gostaria de pedir desculpas pela falta de novidades no blog por um período tão longo; segundo, explicar a falta de novidades ultimamente. COmprei uma TV de 40 polegadas LCD/LED e um Playstation 3, que, por sí só já explica porque não tenho trabalhado no Rockbot. Estou me divertindo aos montes jogando alguns jogos da geração atual e, consequentemente, tenho muito pouco tempo para desenvolver em casa; além disso, está esfriando aqui no sul, então ficar em casa na frente do PC de noite não é muito chamativo.
As boas novas são que eu não gostei bastante de Megaman 9 e 10, acho que as fases são fuleiras, com uma dificuldades que lembra o Megaman 1, com armadilhas que estão lá não para tornar o jogo mais desafiador, mas simplesmente para matar o jogoador até que ele memorize a fase toda.

Eu plano retomar o trabalho de correção de bugs e implementação de novas features no Rockbot, e para começar, farei algumas mudanças, como a resolução que passará para 320×240, the é o tamanho da tela do Dingoo A320 e é bem suportada no Playstation 2. Isso não apenas vai corrigir alguns bugs, como também será mais simples portar estágios do Megaman, já que o NES tem 224 linhas verticais e estávamos usando somenta 200 até então. Além disso, cada sprite do jogador terá sua própria dimensão para fins de colisão, tornando o sistema muito melhor.
O próximo beta também irá ter os estágios repletos de inimigos ao invés do vazio atual, então, fique atento!

 

 

 


Welcome 1.0 beta 1

Levou mais tempo que o desejado, mas o primeiro beta da versão 1.0 do jogo Rockbot finalmente está pronto. Vá para nossa página de downloads para pegar sua cópia.

Nós usamos o tempo entre a versão alfa e este beta para não apenas corrigir inúmeros problemas, como também introduzir algumas novidades interessantes, como tiro carregado e escorregão; portanto esta nova versão pode ser uma grata surpresa para quem ficou desapontado com o alfa.

A lista de modificações é bastante extensa:

BETA1:

– reduce hit push back

– test all stages to assure all can be finished:

– hide map link numbers

– fix rockbot ears color in stairs frame

– check that all stages have checkpoints in valid points and in boss door

stages – TECHNOBOT – scroll is stopping near the end of stage, review

stages – SEAHORSE – needs some adjusts in boss room (use map #3)

stages – DYNAMITE – scroll is stopping in two points, review

– player jump must not be interrupted because out of screen (top)

– showing destrin logo before killing all 8 bosses (due to intro stage)

– implement “demo stage”

– jumping NPC is dying because out of screen 🙂

– holding left/right on transitionScreen is STILL moving player to the wrong place !!!!!! :-/ (was missing reseting the last_scrolled, duh!)

– faster walking sprite movement

– fix 3 pixel diference between jump and jump_attack sprites

– implement checkpoints

– fix character leaving and returning to platform when the platform moves

– fall/fky platforms must slowly return to the original place after activated (thus, must not be destroyed when out-of-screen)

– charged shot is not swapping colors

– implement objects movement

– implement go-up platform (same as fall one, but to top direction)

– fix platform moving player because of head

– fix up/down platform colision (not coliding)

– add OPEN_PANDORA build mode

– if save exists, default cursor position must be “load” instead of “new” game

– bg2 was not being shown in technobot’s stage

– finish colorcycle stages implementation for seahorse and daisiebot

– when on “demo mode”, boss gravity must not stop before half-screen

– bug: platform object types are falling (gravity)

– fix colorcycle showing weird colors

– fix for menu being show and froze after stage selection (input.clean needed)

– add open pandora keys

– add #define for HANDLELD (Dingux/Pandora)

– boss dialog must be controlled outside boss class, using game class instead (fix player being able to move during it)

– reflected projectiles are not being destroyed (thus player can’t shoot anymore)

– find references to “./” and replace by FILEPATH

– stage colorcycle optimization

– fix for menu being show and froze after intro (input.clean needed)

– walk-attack animation is changing quickly

– shot is reflecting on shielded-NPC even when it is attacking

– create face for Milonga

– edit link error (was erasing links if same stop but not same map)

– hiatus in horizontal transition scrolling

– objects need gravity

– when killing a boss that isn’t any of the 8 that give weapon, player must teleport out of screen

– implement boss-room dialog (OK on file-format)

– do not show boss dialog if none was set

– EDITOR: first character or object in editor is not setting the right image filename

– implement all weapons usage

– timed-bomb explosion (morph projectile concept)

– shooting is not making any sound

– implement map bg1, bg2 and bgcolor (different planes)

– implement and review ending

– if hit and pass a door, is moving to the wrong direction (must be using player direction, should use player movement)

– show object makes player, npc, objects and 3rd level of tiles to blink

– fix boss door

– doors from left to right are not locking player/scroll

– scroll has a kind of “kick” when moving after a door

– from left to right scroll-lock is not showing the locked tiles (stops scrolling too early)

– entering a room with doors is moving player to an unknown location

– after shooting some times, you can’t do it anymore (projectiles are not being destroyed?)

– when pushed back by being hit, background is scrolling in the wrong direction

– editor: there is a bug in stage dialog editor

– weapon menu is not showing the right player HP on “normal weapon”

– implement/test load(save) game

– esc on start screen is not making game to leave

– got_weapon for stages other than the 8 should just explode boss and then leave

– crash when loading save and reopening a beaten stage

– crash when using esc at stage selection screen

– after killing apebot, is showing got weapon for “desert scorpion”

– editor: implement weapon edit

– editor: implement stage boss weapon selection

– background color is using wrong data/colors

– background repeat is failing for intro stage

– rework intro

– player shot is not making any sound

– after falling, is not changing from ANIM_TYPE_JUMP to STAND

– dialog accept jump button

– weapons menu coloring selected item

– weapons menu: add delay on change item

– holding a key while on vertical teleport/transition makes the player go to an invalid position out of screen

– implement NPC spawn (as attack or when killed – need adjusts in file and editor)

– seems like game is loading the initial stage twice

– use NPC spawn for mummy bot weapon (scorpion)

– use L/R keys to change between weapons

– implement freeze weapon

– partial implementation for quake (missing damage on NPCs)

– separation for execute and show in characters (used in freeze)

– sound for charging shot

– background1, background2 and background_color into map file-format (not used yet)

– file-format review and freeze (changes will be made from 2.0 to 2.0.1, 2.0.2…)

Where is beta1?

Olá a todos. A próxima versão do Rockbot (beta1) está levando um pouco mais de tempo que o previsto. Isto se deve ao fato de desejarmos fazer os betas com uma qualidade alta, equivalente a um release candidate, e para tanto, temos que exterminar o maior número de bugs possível, e temos, no momento, uma lista de problemas que devem ser resolvidos:

  • colorcycle parando de funcionar em tela sem escala 2x
  • não é possível pular de uma plataforma caindo
  • não é possível movimentar-se corretamente para esquerda ou direita quando o player está sobre uma plataforma

Nós também mudamos o endereço de nossa página de projeto e repositório SVN para: http://www.sf.net/projects/rockbot-game/

Reworking intro

Pause for drawing

O desenvolvimento está pausado por um tempo para descansarmos. Enquanto isso, estamos fazendo algum trabalho de arte, melhorando idéias, conceitos e projetando o que será feito nas próximas versões.

Acompanhe as novas imagens e idéias em http://protomank.deviantart.com/gallery/

1.0 pre-beta (alpha) is here!

Levou um longo tempo, mas o primeiro lançamento da versão 1.0 chegou.

Antes de pular para o link de downloads, é importante saber algumas coisas sobre esta versão. Se o jogo for comparado com a versão pre da 0.1, parecerá um pouco pior, com mais defeitos e menos funcionalidades, a razão disto é que o código do jogo foi completamente reescrito em C++, o que facilita bastante a adição de novas funcionalidades, mas exige que muitas coisas que funcionavam bem tenham que ser refeitas do zero. Assim, as maiores novidades ficam por conta do editor, que agora salva todo o jogo em apenas um arquivo, o que simplificará a distribuição dos mesmos por parte dos usuários, e possui uma interface nova, mais organizada e com muito mais opções e items. Algumas funcionalidades no jogo incluem escorregão, escudo e tiro carregado.

OK, agora que você está ciente das novidades, faça o download do aplicativo, teste e nos dê retorno sobre o que achou dele!

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Preparando para fazer o lançamento do primeiro alfa do Rockbot 1.0, aguarde…

Progress Report

Starting the new year with lots of coding and new stuff in Rockbot. Check out in the following video!

Editor Progress Report

Where do we stand?

Hello all, sorry for the lack of news lately.

People following the project are probally asking, what is happening, is it still alive? The answer for the second question is yes, and for the first one, a long one.

First of all, I need to tell how the porting to C++ is going. Most of the basic engine code (colision, players, npcs, sound, graphics) is already ported and working, but as this code is the oldest one, there are lots of room for improvement, even the already ported code have parts that will need to be rewritten in the future, as the code is ugly, full of hacks and hardcoded parts. It is important to remember that the project was started with a much smaller scope than the current one, so, having a code that was well written for future support was not an important matter – sorry for that. So, because of that, some parts as jump and gravity – that now uses acceleration and speed meaning a much better behavior – were completely redone, and with that, a lot of old and new bugs appeared.

This moves us to where we are now. I am dividing my time between fixing bugs and porting code such as the weapons menu, that by being much newer, are better modularized, and can be ported without any drastic chances, and much faster. I have no idea when the porting will be completed to get the same level of maturity and functionality from version 0.1 RC1, but I hope to create a beta release by the end of this month (november/2011).

Talking about released, another improvement we want, and need to make, is how we build the project for different platforms. Sadly, out prefered development IDE (Qt Creator) still have a very limited support for multiple toolkits, so we are probably going to use Code Blocks IDE for that. This is a must, as compiling in C++ uses much more objects and a single script or makefile is not enough in most cases.