Author Topic: Pugluna v0.4 Beta  (Read 14839 times)

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Offline yunhua98

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Re: Pugluna v0.3 Beta
« Reply #30 on: October 08, 2010, 06:45:37 pm »
ok, I see.
we're really offtopic
and I think its my fault.  :P  XD

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Offline Aichi

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Re: Pugluna v0.3 Beta
« Reply #31 on: October 08, 2010, 06:56:14 pm »
No problem, that let the thread stay on top.  ;D
Now I try to make a feature in Pugluna for executing an appvar as an external 'map' (enemy group data).
« Last Edit: October 08, 2010, 06:56:57 pm by Aichi »

Offline Quigibo

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Re: Pugluna v0.3 Beta
« Reply #32 on: October 08, 2010, 07:23:01 pm »
The game looks really nice! :)

By the way, the solution to your key problem is to add a "While getkey(0):End" after the key press is handled.  This would cause the game to wait until all keys are let go before continuing.  If you need background animations and other stuff like that instead of just waiting, you can call your animation subroutines from inside the while loop.
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Offline DJ Omnimaga

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Re: Pugluna v0.3 Beta
« Reply #33 on: October 08, 2010, 09:28:29 pm »
You should maybe post Aichis in the downloads section when you reach 100 forum posts. It looks nice. Maybe a topic about it for now?

Anyway can't wait to see more progress on Pugluna and future projects ;D
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Offline ztrumpet

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Re: Pugluna v0.3 Beta
« Reply #34 on: October 09, 2010, 12:09:25 pm »
Looks great!  Aichis Adventure looks really cool too.  Nice job on it. ;D
They're both going on my calc. ;D
« Last Edit: October 09, 2010, 12:15:59 pm by ztrumpet »

Offline DJ Omnimaga

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Re: Pugluna v0.3 Beta
« Reply #35 on: October 09, 2010, 12:59:34 pm »
I tried it btw and it's really great. I like the power ups (and down) and the different enemies. Very hard, though. :P I wonder if you could add a scrolling star background btw?
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Offline Aichi

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Re: Pugluna v0.3 Beta
« Reply #36 on: October 09, 2010, 03:46:27 pm »
@ DJ
There were stars in the first version of Pugluna,
but I had to remove them to get more speed and memory.  :-\
Also they disturbed the overwiew.
-
I think I cant imrprove nothing in Pugluna atm,
so I start a new project now. It will be a J&R with a bouncing ball named Plonki. =D
When I have collected more experience by other projects I make I will write the Pugluna code
once again and publish it as 1.0.
« Last Edit: October 09, 2010, 03:49:16 pm by Aichi »

Offline DJ Omnimaga

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Re: Pugluna v0.3 Beta
« Reply #37 on: October 09, 2010, 03:52:41 pm »
Aw sorry to hear D:. I thought they looked cool but if they slowed things down it's better to not re-add them, then.

And I hope you don't kill Pugluna. Maybe you could release what you have right now on ticalc.org (and when you reach 100 posts, here on Omni) for now?

Can't wait to hear about your newer projects! :)
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Offline Aichi

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Re: Pugluna v0.3 Beta
« Reply #38 on: October 09, 2010, 04:29:45 pm »
No, i would never cancel a project like Pugluna.
Im not pleased about the speed atm and Im not sure by which parts of
my code I could save speed. After some other projects I will have enough
experience with axe (started learing 2 weeks ago) to make the code perfect (more or less :D),
then I publish it in ticalc and here (if I have my 100 posts^^).
Another cause why I move Pugluna is that Im waiting until Quigibo realesed the 32kb app compiler or rather
Quigibo knows that this would be impossible.
Im going to post a topic for the progress of Plonki here soon.

Offline DJ Omnimaga

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Re: Pugluna v0.3 Beta
« Reply #39 on: October 09, 2010, 05:13:08 pm »
I personally think the game speed is perfect. Making it faster would make it too hard, IMHO. Also it is incredible what you can do after only 2 weeks of learning. This puts my BASIC games from 2002 and my early Axe games to shame o.o
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Offline Aichi

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Re: Pugluna v0.3 Beta
« Reply #40 on: October 09, 2010, 07:25:50 pm »
The speed with too many active objects is terribly slow,
so the fun will be lost in some moments.

Also it is incredible what you can do after only 2 weeks of learning. This puts my BASIC games from 2002 and my early Axe games to shame o.o
Im creating games since some years and Axe isnt my first language I learned.
Besides, the principle of Pugluna is based of a Visual Basic / Microsoft XNA game I made some months ago.
so I was able to 'translate' things from my Windows Game into Pugluna.^^
« Last Edit: October 09, 2010, 09:00:21 pm by Aichi »

Offline DJ Omnimaga

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Re: Pugluna v0.3 Beta
« Reply #41 on: October 09, 2010, 10:25:49 pm »
Aah cool :D

I did some VB6 back in the days but it has been so incredibly long and I had no computer at home, it was just for school projects, so I did not have much time to create signifiant stuff.
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Re: Pugluna v0.3 Beta
« Reply #42 on: October 10, 2010, 12:07:13 am »
consistent speed with multiple objects is one of the hardest things to do in a game like this. the first post looks beautiful! i dont have time right now, but i shall check this out tomorrow!

Offline Eeems

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Re: Pugluna v0.3 Beta
« Reply #43 on: October 16, 2010, 04:46:29 pm »
So I've tried transferring this to a real calc (84+) and it goes through the transfer fine, throws no errors, but it never shows up on the device...anybody else have any issues?
/e

Offline ztrumpet

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Re: Pugluna v0.3 Beta
« Reply #44 on: October 16, 2010, 04:54:59 pm »
Did you sign it before transferring? :)