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Forum Index : Microcontroller and PC projects : MMBasic: Knightmare Game

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Posted: 11:15pm
08 Feb 2024
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Turbo46
Guru


  LeoNicolas said  The code you shared to test the gamepad works fine, but the game code, that is not modified for supporting the gamepad, and that is working fine in the previous MMB4W version crashes after a couple of seconds of running

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
 
Posted: 12:54am
09 Feb 2024
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LeoNicolas
Guru


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.
 
Posted: 01:15am
09 Feb 2024
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Turbo46
Guru


Good news! Thanks Leo, I'll look forward to the controller support.

Bill
 
Posted: 05:03am
13 Feb 2024
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LeoNicolas
Guru


The stage 3 is almost complete. I'm finalizing the boss implementation. This new release will also support the gamepad :)

 
Posted: 05:48am
13 Feb 2024
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Turbo46
Guru


That's good, only 5 more stages to go after this one I think  

Has the controller been implemented yet?

Bill
 
Posted: 10:55am
13 Feb 2024
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LeoNicolas
Guru


It's not in the repo yet.
 
Posted: 06:23am
17 Feb 2024
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LeoNicolas
Guru


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.
 
Posted: 07:05am
17 Feb 2024
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Volhout
Guru

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
 
Posted: 10:40pm
17 Feb 2024
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Turbo46
Guru


  Volhout said  I could not play like this.

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
 
Posted: 11:20pm
17 Feb 2024
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LeoNicolas
Guru


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
 
Posted: 01:33am
18 Feb 2024
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LeoNicolas
Guru


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
 
Posted: 01:37am
18 Feb 2024
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Turbo46
Guru


Thanks for trying.

Bill
 
Posted: 02:12am
19 Feb 2024
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Turbo46
Guru


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
 
Posted: 06:42am
21 Feb 2024
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LeoNicolas
Guru


Hey Bill

Yes, I can send you the code I have.
The stage 4 is in the oven  

 
Posted: 09:43am
21 Feb 2024
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Turbo46
Guru


Yes Please Leo.

Bill
 
Posted: 05:17am
23 Feb 2024
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LeoNicolas
Guru


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
 
Posted: 06:07am
23 Feb 2024
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Turbo46
Guru


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
 
Posted: 06:22am
23 Feb 2024
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LeoNicolas
Guru


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
 
Posted: 09:26pm
23 Feb 2024
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Turbo46
Guru


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
 
Posted: 10:12pm
23 Feb 2024
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Mixtel90
Guru


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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