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New Sga Project
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subotai
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Joined: 25 Jan 2009
Posts: 251

PostPosted: Thu Sep 01, 2011 4:28 pm    Post subject: Reply with quote

paul_nicholls wrote:
"If it ain't broken, change it till it is..." LOL

I made it Crying or Very sad But I don't think that anybody remarked this Wink

O.k., second attempt:

Version 1.0 beta 02
- Bugfix: Testing caves with the editor works again
- Forced window mode when testing a game with the editor
(You can't test your caves in fullscreen mode anymore)
- Editor uses selected graphics
- Editor uses selected window resolution

Richard
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subotai
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PostPosted: Sun Sep 11, 2011 4:19 pm    Post subject: Reply with quote

Version 1.0 beta 03
- Modified charset (looks better)
- Some changes of the text in the menus
- Better error handling when game is started
- Check sdl linked version
- Update of the text documents

I don't think that somebody exchanged the sdl.dll. The version that is included works best for the game. From now, you can't use other linked version. The version will be checked when you start the game.

The charset is still the same, but I added some colors, so it looks much better in my opinion.

The helpfile for the editor is finished, but not released yet. Now, I'm working on the help file for the game.
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subotai
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PostPosted: Sun Oct 09, 2011 3:48 am    Post subject: Reply with quote

Version 1.0 beta 04
- Changed some graphics
- Updated the bass.dll
- Help file is included
- Removed subfolder "Docs"

Now, the help file (*.chm) is included and I added the latest release of the sound library bass.dll.

The next update of the editor is still in work.
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paul_nicholls
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PostPosted: Sun Oct 09, 2011 8:37 pm    Post subject: Reply with quote

Nice work mate Smile

cheers,
Paul
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subotai
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PostPosted: Wed Nov 02, 2011 8:10 pm    Post subject: Reply with quote

For the game:
Version 1.0 beta 05
- New file version for levelsets (*.rde)
- Added plugin support
- Some minor fixes and changes
- Improved error handling
- Updated help file
- Updated the most included levelset files (*.rde) to file version 02
- Implemented amoeba conversion bug
- Diamonds value of 0 is no more set to 999
- Updated demo file for the game Rockford for PC

For the leveleditor:
Version 1.0 beta 05
- Added help file
- New file version for levelsets (*.rde)
- Added plugin support
- Bugfix for "Save changes?"
- Improved error handling
- Implemented amoeba conversion bug (optional)
- C64 import: ShiftLineAtBorder & PushedBoulderEffect as default settings

The file version of the levelset files *.rde has changed from version 1 to version 2. Don't worry, the old levelsets are still supported. If you have created demo files for the old levelsets, they will still work together with these files. In this case, you should keep your old levelset files! Most settings are now available as local instead of generic setting.
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subotai
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PostPosted: Sun Nov 06, 2011 11:30 am    Post subject: Reply with quote

Now, the first plugin is online. Other plugins may follow (or not) Wink You can get it from my homepage.

It's a plugin that loads Boulder Remake levelset files (*.brc). Just copy the DLL-file to the subfolder plugins of the game or the editor and copy the Boulder Remake levelsets to the subfolder maps.

Restrictions are only the compatibility. A big problem is, the slime permeability. Unfortunately, Boulder Remake uses another algorithm. Everything else should work good. You can try to adjust the slime permeability settings in the editor.

I have plans to create a plugin for loading BDCFF files.

Have fun.
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paul_nicholls
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PostPosted: Fri Nov 11, 2011 10:36 pm    Post subject: Reply with quote

Sounds very handy with the new plugin feature Smile

cheers,
Paul
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subotai
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PostPosted: Sat Nov 12, 2011 1:04 am    Post subject: Reply with quote

paul_nicholls wrote:
Sounds very handy with the new plugin feature

I hope it is. For me, it is the best solution to support other file formats, because when something changes, I only have to update the plugins and not the game package.
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subotai
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PostPosted: Sat Nov 26, 2011 4:07 pm    Post subject: Reply with quote

Here comes the final release:

Version 1.0
- Fixed wrong graphics-pointer
- Removed unused data
- Updated help file
- Decreased default sound volume

The editor and tileexchanger are also updated.

Have fun.
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paul_nicholls
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PostPosted: Sat Nov 26, 2011 10:23 pm    Post subject: Reply with quote

Thanks mate, I will give it another go Smile
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paul_nicholls
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PostPosted: Sun Nov 27, 2011 8:43 pm    Post subject: Reply with quote

I played the game last night and it was fun, thanks for making it Smile

I especially liked the part of the game where you could watch a demo of each level!

cheers,
Paul
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subotai
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PostPosted: Mon Nov 28, 2011 8:06 pm    Post subject: Reply with quote

Thanks for your kind words, Paul Smile

I hope to play a new version of your game soon Smile
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paul_nicholls
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PostPosted: Tue Nov 29, 2011 12:15 am    Post subject: Reply with quote

subotai wrote:
Thanks for your kind words, Paul Smile

I hope to play a new version of your game soon Smile


Thanks! I really really have to get off my arse and work on it more...the latest physics engine in The Probe works much better than the one in the current downloadable version Smile

I have to add some of the missing features back in (switches, teleporters) and then I can re-upload a playable demo version that you and others can try out...

cheers,
Paul
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paul_nicholls
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PostPosted: Tue Nov 29, 2011 6:24 am    Post subject: Reply with quote

Actually, the main thing slowing me down with The Probe is I need to work on the level editor to actually get levels made for the game so I can test features!
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subotai
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PostPosted: Tue Nov 29, 2011 11:09 pm    Post subject: Reply with quote

My first level editor was very simple. A TForm, a TImage and no properties. I added the TTimer component and set the keypreview of the Form to true to test the caves with the cursor keys. 99% of my game engine is based on this simple "canvas boulder dash". I used a separate unit for the game engine code, so I only had to copy this unit to the folder of the main game with smooth scrolling. My leveleditor is based on this canvas boulder dash. I removed the engine code very late.

Most elements are very easy to implement. I had the most trouble with the snakes/worms of the game Rockford. I spended more time for analyzing the game physics in an emulator than writing the code.


Last edited by subotai on Tue Nov 29, 2011 11:21 pm; edited 1 time in total
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