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nevyn
Joined: 31 Jul 2005 Posts: 136 Location: Sweden
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Posted: Tue Aug 02, 2005 9:01 am Post subject: |
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| Shine wrote: | | I've setup a webpage for Lua Player. I hope the screenshots of Lowser and the upcoming game by VgSlag are ok. Write me a PM, if you like a link to your webpage. |
Great! I'm working on prettifying Lowser now... I added a site of my own for Lowser at http://ncoder.nevyn.nu/lowser/ .
(That VgSlag stuff looks awesome!)
LuaPlayer stuff:
Can you change so that when an error occurs, the LuaPlayer waits for a keypress, and then refetches script.lua from disk and plays it? It's a tad bit annoying restarting LuaPlayer for every debug run... It's probably more user friendly, too. |
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emumaniac
Joined: 08 May 2005 Posts: 79
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Posted: Tue Aug 02, 2005 10:36 am Post subject: |
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| ahh thats great news that you have set up pages for both Lua Player and Lowser, anychance of having a small news section to say whats new etc :) |
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SnowSurfer
Joined: 08 Jul 2005 Posts: 21
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Posted: Tue Aug 02, 2005 1:00 pm Post subject: |
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deleted for google
Last edited by SnowSurfer on Fri Jul 09, 2010 12:07 pm; edited 1 time in total |
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LiquidIce
Joined: 04 Apr 2005 Posts: 55
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Posted: Tue Aug 02, 2005 1:26 pm Post subject: |
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This is the first debug release of my South Park Robotron Game for the PSP.
It is packaged for a 1.5 PSP, otherwise put the script.lua and all of the .PNG files into your Lua directory.
Press the start button to start the game.
Dpad moves Cartman up/down/left/right
Triangle,Cross,Square,Circle shoots cheezy poofs in different directions
Kill the Kennys to get points.
When your health goes to 0 the game ends.
If you want to play again, restart Lua
I am still having trouble with my loops. It seems like each time I shoot the game gets slower. The source code is included if you want to take a look or use part of it in your own game. The hitTest function might be useful if you want to test to see if one graphic intersects another.
Here are some pics:
I am still working out some of the bugs. I have a lot more planned for this game including: better text, sound, different enemies with different flight paths, and new weapons.
Let me know what you think. Thanks for all of the help I've gotten here! These forums are such a great wealth of knowledge.
Download the South Park Robotron Beta:
http://s45.yousendit.com/d.aspx?id=18B7RIYY7K5NI208O9BIPP1RN9 |
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VgSlag
Joined: 30 Jun 2005 Posts: 43
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Posted: Tue Aug 02, 2005 5:55 pm Post subject: |
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Hi Shine,
I've been working on removing any copyrighted gfx from my game, all gfx are now in.
I'm still having issues with my engine getting stuck on walls but will look at it today. ALso speed is still slow for me but I'll ask you about that when I upload a version.
Here is how it looks at the moment :)
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Slopey
Joined: 31 Jul 2005 Posts: 24
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Posted: Tue Aug 02, 2005 9:45 pm Post subject: |
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Managed to get my head round most of it now thanks to the examples above :)
Is there any way to test out the script on the PC? Copying to the PSP and running through the menus to test stuff is getting a little tedious! ;) I've tried it with the PBP emulator, but no joy. |
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nevyn
Joined: 31 Jul 2005 Posts: 136 Location: Sweden
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Posted: Tue Aug 02, 2005 10:02 pm Post subject: |
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| Slopey wrote: | Managed to get my head round most of it now thanks to the examples above :)
Is there any way to test out the script on the PC? Copying to the PSP and running through the menus to test stuff is getting a little tedious! ;) I've tried it with the PBP emulator, but no joy. |
I have a card reader, so I just launch LuaPlayer, run my app, test it, eject the card and mount it in the computer and replace the files, and then launch my app from within myself. Well, that's only possible because my app is an app launcher... It could work for others, too, if the below fix was added to LuaPlayer.
I've been looking at the LuaPlayer sources, and it looks possible to patch up to relaunch the script after a crash by replacing line 101 in main.c:
| Code: | | runScript("script.lua"); |
with
| Code: | sceCtrlData pad, newpad;
while(true) {
runScript("script.lua");
sceCtrlReadBufferPositive(&pad, 1);
sceCtrlReadBufferPositive(&newpad, 1);
debugOutput("Press any key to restart Lua Player", 35)
while(pad.Buttons != newpad.Buttons) {
sceCtrlReadBufferPositive(&newpad, 1);
sceDisplayWaitVblankStart()
}
initGraphics();
}
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I haven't tried this, because I don't have the toolchain installed... |
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VgSlag
Joined: 30 Jun 2005 Posts: 43
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Posted: Tue Aug 02, 2005 10:12 pm Post subject: |
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Ok,
The basic engine is done, you can't leave the room yet, I'll work on that when it's running better.
D-pad left/right and X to jump, Triangle to take a screenshot.
This is where I need your help, am I doing the rendering correctly? Am I messing up my blitting which is making it not run very fast or is this the limit of the Lua player currently?
I haven't included the EBOOT in the rar.
http://www.flash-git.net/pyramidPanic.rar
Just incase you're interested I'm porting my phone game, Pyramid Panic, to Lua.
You can see some screenshots here:
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LiquidIce
Joined: 04 Apr 2005 Posts: 55
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Posted: Tue Aug 02, 2005 10:14 pm Post subject: |
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| If it was possible to restart the script, and do USB file transfers from within Lua, then LuaPlayer is my new best friend. If I understand correctly, samples are in the svn which show how to activate the USB for file transfers. Can we make those function calls into a Lua function? |
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VgSlag
Joined: 30 Jun 2005 Posts: 43
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Posted: Tue Aug 02, 2005 10:21 pm Post subject: |
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| Agreed, that functionality would speed up dev time no end. |
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SnowSurfer
Joined: 08 Jul 2005 Posts: 21
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Posted: Tue Aug 02, 2005 10:22 pm Post subject: |
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deleted for google
Last edited by SnowSurfer on Fri Jul 09, 2010 12:08 pm; edited 1 time in total |
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Shine
Joined: 03 Dec 2004 Posts: 728 Location: Germany
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Posted: Tue Aug 02, 2005 10:36 pm Post subject: |
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VgSlag: nice game! Just remove the loop in line 430 and it is lightning fast. And perhaps you should take a look at the tiling concept from the Snake game instead of using 100 PNG images :-)
Slopey: I'm working on a PC version, but I don't have much time beside my work, so a first version will be released perhaps this weekend. I want to release it for Windows, Mac and Linux at the same time, so it could take a bit longer. With a initGraphics(width, height, optional fullscreen) function it would be a nice environment for games on PC and Mac, too.
For the behaviour on errors I think it would be good to provide a function, which can control what to do, perhaps:
- silent restart the game
- just exit
- error message with the options to exit or to restart
BTW: I haven't tried it, but looks like the Lua docu says, that a Lua loader could load a script within a function, which is called with pcall to catch errors, which are returned as multiple return values. |
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VgSlag
Joined: 30 Jun 2005 Posts: 43
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Posted: Tue Aug 02, 2005 11:06 pm Post subject: |
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Shine, wow!
I realise now that I was waiting for vblank everytime i call that func and was looping 4 times so it was 4x slower than needs to be yeah?
It looks so amazing running fast!
I had all my tiles cut up from my other version of the game and have a level editor already built in Flash so I'll keep it as tiles for the moment.
Thanks for all this! :)
I'm updating the rar on my site in a second to have a loop removed but slower than full speed version :) |
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Evil Inside
Joined: 21 Jul 2005 Posts: 17
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Posted: Tue Aug 02, 2005 11:34 pm Post subject: |
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Holy crap guys, great work. These games look awesome.
This is going to expand the PSP homebrew scene dramatically.
Shine, reading that you are releasing a PSP development tool for Mac OS makes me scream like a little girl. Can you include a tool to make 1.5 packages with hidden corrupt files? There are currently no Mac OS tools to do this that I am aware of.
I can't wait to play around with the new version. |
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VgSlag
Joined: 30 Jun 2005 Posts: 43
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Posted: Wed Aug 03, 2005 1:02 am Post subject: |
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New version is up, running full speed! I even had to slow it down.
I've added animated tiles, only torches are in at the moment but I'm going to be doing the lava too.
I haven't included the EBOOT in the rar.
http://www.flash-git.net/pyramidPanic.rar
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Slopey
Joined: 31 Jul 2005 Posts: 24
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Posted: Wed Aug 03, 2005 1:40 am Post subject: |
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Many thanks Shine, I wait the PC version with bated breath :) (luckily I'm away until next week so I won't be able to do anything until then anyway).
Anyways - I've finally knocked up a test dungeon crawler to test out a few ideas for a game I want to do (a Bards Tale clone) in Lua. Basic screenie:
Not bad for an hours work, and I'm quite liking Lua. One day I'll learn C++, one day!! |
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nevyn
Joined: 31 Jul 2005 Posts: 136 Location: Sweden
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Posted: Wed Aug 03, 2005 1:44 am Post subject: |
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| VgSlag wrote: | New version is up, running full speed! I even had to slow it down.
I've added animated tiles, only torches are in at the moment but I'm going to be doing the lava too.
I haven't included the EBOOT in the rar.
http://www.flash-git.net/pyramidPanic.rar
G |
Looks good :) Nice fluid movement! Some nitpicks: Mario-style, jump heights can be varied by holding the button; in your game, jumps is of a fixed height, which feels awkward... Also, if you hold the jump button, he keeps jumping when hitting the ground, also non-expected behavior...
If you want Lowser compatibility, name your script file index.lua and put an icon.png in there ;) (you could of course have two copies of the file, a script.lua and an index.lua, to keep compatibility with Lowser-less users...) Oh, and the possibility to quit the game would be nice, too...
| Slopey wrote: | | One day I'll learn C++, one day!! |
Don't bother, if you'd like to stay sane :P |
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SnowSurfer
Joined: 08 Jul 2005 Posts: 21
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Posted: Wed Aug 03, 2005 4:25 am Post subject: |
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deleted for google
Last edited by SnowSurfer on Fri Jul 09, 2010 12:09 pm; edited 1 time in total |
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Shine
Joined: 03 Dec 2004 Posts: 728 Location: Germany
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Posted: Wed Aug 03, 2005 4:35 am Post subject: |
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fillBackground is not supported any more in Lua Player 0.5 (you should update from my webpage). CRC error looks like a corrupted PNG image. This should work (assuming a valid PNG image) :
| Code: |
background = loadImage("background.png")
blitImage(0, 0, background)
green = getColorNumber(0, 255, 0)
printText(200, 100, "testing 1,2,3", green)
flipScreen()
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SnowSurfer
Joined: 08 Jul 2005 Posts: 21
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Posted: Wed Aug 03, 2005 4:41 am Post subject: |
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deleted for google
Last edited by SnowSurfer on Fri Jul 09, 2010 12:09 pm; edited 1 time in total |
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emumaniac
Joined: 08 May 2005 Posts: 79
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Posted: Wed Aug 03, 2005 7:54 am Post subject: |
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| any chance of a release of some of these new Lua games :) with eboots ;) |
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VgSlag
Joined: 30 Jun 2005 Posts: 43
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Posted: Wed Aug 03, 2005 8:53 am Post subject: |
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emumaniac, mine so far is just an engine.
I need to add enemies, a "goal" and build levels.
I've recently split up with my girlfriend so have some free time at weekends now, I'll be working on mine this saturday and maybe Thursday evening.
Once I have a full level up I'll do a soft release of something.
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SnowSurfer
Joined: 08 Jul 2005 Posts: 21
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Posted: Wed Aug 03, 2005 10:29 am Post subject: |
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deleted for google
Last edited by SnowSurfer on Fri Jul 09, 2010 12:09 pm; edited 1 time in total |
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Shine
Joined: 03 Dec 2004 Posts: 728 Location: Germany
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Posted: Wed Aug 03, 2005 3:16 pm Post subject: |
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| SnowSurfer wrote: | what does
libpng warning: Incomplete compressed datastream in iccp chunk
libng warning: Profile size field missing from iccp chunk
mean?
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Looks like your program, with which you created the PNG images, creates not 100% valid PNG images. Can you post one of your image? If the warnings can be ignored, perhaps I can disable it, but I need a sample to reproduce the error. |
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SnowSurfer
Joined: 08 Jul 2005 Posts: 21
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Posted: Wed Aug 03, 2005 8:34 pm Post subject: |
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deleted for google
Last edited by SnowSurfer on Fri Jul 09, 2010 12:10 pm; edited 1 time in total |
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alex_dsnews
Joined: 03 Aug 2005 Posts: 13
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Posted: Wed Aug 03, 2005 9:50 pm Post subject: |
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| I haven't tried 0.5 yet of LuaPlayer, but I'm surprised my buttons don't work in it - they were done in Photoshop 5.5... Any ideas? |
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SnowSurfer
Joined: 08 Jul 2005 Posts: 21
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Posted: Wed Aug 03, 2005 9:53 pm Post subject: |
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deleted for google
Last edited by SnowSurfer on Fri Jul 09, 2010 12:10 pm; edited 1 time in total |
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VgSlag
Joined: 30 Jun 2005 Posts: 43
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Posted: Wed Aug 03, 2005 9:55 pm Post subject: |
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Does:
| Code: |
while true do
green = getColorNumber(0, 255, 0)
blitImage(0, 0, background)
blitImage(200, 100, nextbutton)
printText(300, 100, "test", green)
flipScreen()
end
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Work? |
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Shine
Joined: 03 Dec 2004 Posts: 728 Location: Germany
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Posted: Wed Aug 03, 2005 10:00 pm Post subject: |
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When downloading, the file size is 0 bytes. But I've updated the Lua Player to version 0.6, now it should not print warning messages when loading PNG images. It is a bugfix release, only, no new features.
| alex_dsnews wrote: |
I haven't tried 0.5 yet of LuaPlayer, but I'm surprised my buttons don't work in it - they were done in Photoshop 5.5... Any ideas?
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I don't have a magic crystal ball, so post the image or I can't help :-) But perhaps it is interlace, which is currently not supported.
| SnowSurfer wrote: |
side note: shine in your main program code you start it with "while true do" while what is true exactly? or is that just your way of starting it irregardless of condition?
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Yes, this is a common practice in programming for an endless loop. "while" runs the body, if the expression is true and "true" is always true.
| SnowSurfer wrote: |
i can get things to work that I put in that section of code, but if I try to print something on the screen (text) it wont print
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Take a look at your source again and try to visualize step-by-step what the interpreter does while executing your program.
Edited: And you should always add a waitVblankStart() before flipScreen(), unless you know what you do, otherwise it will flicker and the Home button don't work. |
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SnowSurfer
Joined: 08 Jul 2005 Posts: 21
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Posted: Wed Aug 03, 2005 11:14 pm Post subject: |
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deleted for google
Last edited by SnowSurfer on Fri Jul 09, 2010 12:10 pm; edited 1 time in total |
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