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Forum Index : Microcontroller and PC projects : MMBasic: Knightmare Game
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That quote is from the "MMBasic for Windows - support for Xbox and DualShock 4 controllers" post. Just for the record: I am running Knightmare on that latest version with no problems at all (except for my lack of dexterity). Bill |
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Thank you Bill for testing the game Wine 9 has been released and I could run the game on it using the last MMB4W version. I'm already working on implementing the gamepads support on the game. Tom, thank you for sharing the link for the code minifier. I will use it in my game. |
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Good news! Thanks Leo, I'll look forward to the controller support. ![]() Bill |
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The stage 3 is almost complete. I'm finalizing the boss implementation. This new release will also support the gamepad :) ![]() |
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That's good, only 5 more stages to go after this one I think ![]() Has the controller been implemented yet? Bill |
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It's not in the repo yet. |
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Hello everyone Today, I released the Stage 3 gameplay video. It took me one week to create the stage three and one week to fix many bugs I found. https://www.youtube.com/watch?v=2mVCVu6VAlY ![]() Sorry Bill, no gamepad yet. This weekend I will complete the gamepad implementation. |
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Wauw! I could not play like this. If we can port this to pico and keep this speed of moving objects, it is a miracle. I am already amazed about Martins AS, but knightmare is the next level up. Maybe we have to start using real sprites, including collision detect, in stead of treating sprites as tiles. Volhout Edited 2024-02-17 17:07 by Volhout |
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Me neither. Slower game play would be a bonus ![]() A way of starting at a particular level would also help in practising certain parts of the game. Bill |
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I will add a difficulty level when I complete the implementation. For now the player is invencible. This game is very hard, like other games of this genre, such as 1942, Nemesis/Salamander, R-Type, Space Manbow |
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Bill I had no luck implementing the gamepad support while running MMBasic over Wine. I opened a bug in the Wine Bugzilla: https://bugs.winehq.org/show_bug.cgi?id=56334 |
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Thanks for trying. Bill |
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Hi Leo, If you have implemented the gamepad support, is it possible to leave it in the program? I expect it won't trouble Wine if the gamepad is not plugged in? That would allow me to test it. Bill |
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Hey Bill Yes, I can send you the code I have. The stage 4 is in the oven ![]() ![]() |
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Yes Please Leo. Bill |
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Bill I committed the gamepad support code. I tested the game with an Xbox gamepad over a Wine version I built after applying the patch for the input crash. Let me know if it works for you. Edited 2024-02-23 15:33 by LeoNicolas |
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Thanks Leo, It looks like you have also done the LH joystick control which is good. Much more playable for me. I'll get my game station experts to try it later. Button 'A' is the FIRE button, Expected a trigger button?. When MMB4W announces a gamepad is connected that mucks up the screen and you have to restart the game to get rid of it. ![]() It crashed again, see the screen shot and when I shot something a small black square artefact was left on the screen that stayed in the same spot as the screen scrolled. Don't known what I shot now. ![]() That artefact happened before the crash, I don't think it was related. Bill |
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I will take a look at the error tomorrow. I have an idea why it happened. I'm not sure about the artifact issue. It needs more investigation. I'm pretty sure I'm using sprite show and hide safe version |
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Given that there are so many people checking this post, I am surprised that one lone arthritic dinosaur is trying it out. Anyway my game station experts gave it a run. They have a different attitude to me and dive in without knowing anything and learn as you play (and die) The artefact happened for them as did the crash. At one time there were two artefacts. They appeared to act like stationary sprites but were made up of part of the (green) background. They were in a fixed position on the screen as the screen scrolls and cross the rivers as you go up. Another funny thing that happened was that, at one stage, they could cross the water without a bridge. I did not see it but wonder if it may have been one of the invisible bridges that you are meant to shoot and expose. I did not test the previous incarnation of the game so I am not sure whether those 'features' were added in this last version or the latest one (sorry). I will try to find time later today to give it another go. Bill |
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I have the reaction times of a slug on downers. I once got off the first Pacman screen - that's my only gaming claim to fame. I'm afraid my contribution to games testing is in the field of "Ooh!, that's pretty!". :) |
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