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forums.ps2dev.org Homebrew PS2, PSP & PS3 Development Discussions
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SiGi
Joined: 20 Oct 2005 Posts: 11 Location: Phoenix, AZ
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Posted: Sun Dec 04, 2005 4:41 am Post subject: Atomic for PSP (beta) |
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I am currently working on a port of WAtomic (http://watomic.sourceforge.net/). I'm using the same levels and graphics. Check out a screenshot:
The core game is basically done. You can download it here: http://members.cox.net/msikora2/AtomicBeta.rar
I included LUAPlayer v 0.11 as well, because with later versions it does not work correctly (it is too slow and it doesn't blit transparent images). And that is my question - why are my transparent images not displayed and why is the slowdown so bad (I am displaying only 6 sprites at a time)? Also, does sb have a source of LUAPlayer v 0.11, so I can release a standalone version?
I would also appreciate any suggestions concerning the gameplay, layout, etc. Right now, the player can access any of the 83 levels (that's how WAtomic/KAtomic works), but I'm thinking, it would be more rewarding for the player to work his way to the higher levels, and each level would have a time or number of moves limit (or both), that would have to met in order to advance.
Plans for later versions:
-changes in gameplay
-much more extensive menu (including player profiles, options, etc.)
-custom bitmap fonts
-possibly improved graphics and backgrounds
-sound
-music
-UNDO function
-compatibility with newer versions of LUAPlayer
-...
Please, give me your suggestions, I'd love to release a really polished and enjoyable game.
Note to webmasters: PLEASE don't release this game on general PSP websites yet, this is only a beta and I'm planning to make major changes in the final version, which is coming soon. I'm posting it here to only get suggestions from the LUA developing community. |
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SiGi
Joined: 20 Oct 2005 Posts: 11 Location: Phoenix, AZ
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Posted: Sun Dec 04, 2005 5:05 am Post subject: Controls |
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BTW, Controls are:
arrows: move the pointer or an atom, navigate the menu
cross: pick/drop an atom, execute menu command
start: menu
L/R buttons: focus on previous/next atom |
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Shine
Joined: 03 Dec 2004 Posts: 728 Location: Germany
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Posted: Sun Dec 04, 2005 5:44 am Post subject: Re: Atomic for PSP (beta) |
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Nice game. I have no problems with Lua Player 0.15. But this is a good example for using timer based blits. If the game is getting more complicated, you can't be sure to do everything within 1/60 second, including game logic etc. For your game I don't know, why it is so slow, perhaps you should buffer a bit more or count your number of blits again (your code looks a bit long winded, so I didn't analyze it in detail), but these are the changes for rewriting it to a timer based animation (works with Lua Player 0.15) :
| Code: |
$ diff -u index.lua index2.lua
--- index.lua 2005-12-03 09:46:50.720753600 +0100
+++ index2.lua 2005-12-03 20:40:25.515625000 +0100
@@ -6,7 +6,7 @@
-animeSpeed=4.5 --Speed in pixels per screen refresh, number should divide 18 (e.g. 4.5: 4.5*4=18)
+animeSpeed=1/3 --Speed in pixels per millisecond, can be every value
CenterX=240
CenterY=136
@@ -1598,10 +1598,10 @@
if items.animate~=nil then
- items.animateProgress=items.animateProgress+animeSpeed
local val=items[items.animate].val
+ local progress = items.animateProgress:time() * animeSpeed
- if items.animateProgress>=(items.animateLen*18) then
+ if progress>=items.animateLen*18 then
local x=items[items.animate].x-1
local y=items[items.animate].y-1
@@ -1618,19 +1618,19 @@
local y=items.oldy-1
if items.animateDir=="up" then
- aBuffer:blit (18*x,(18*y)-items.animateProgress,level.atoms[val])
+ aBuffer:blit (18*x,(18*y)-progress,level.atoms[val])
end
if items.animateDir=="down" then
- aBuffer:blit (18*x,(18*y)+items.animateProgress,level.atoms[val])
+ aBuffer:blit (18*x,(18*y)+progress,level.atoms[val])
end
if items.animateDir=="left" then
- aBuffer:blit ((18*x)-items.animateProgress,18*y,level.atoms[val])
+ aBuffer:blit ((18*x)-progress,18*y,level.atoms[val])
end
if items.animateDir=="right" then
- aBuffer:blit ((18*x)+items.animateProgress,18*y,level.atoms[val])
+ aBuffer:blit ((18*x)+progress,18*y,level.atoms[val])
end
end
@@ -1817,7 +1817,8 @@
items[i].y=y
pointer.x=x
pointer.y=y
- items.animateProgress=0
+ items.animateProgress=Timer.new()
+ items.animateProgress:start()
end
--FieldBlit () --DEBUG CODE
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The full source code: http://www.frank-buss.de/tmp/atomic.lua |
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JoshDB

Joined: 05 Oct 2005 Posts: 87
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Posted: Mon Dec 05, 2005 7:11 am Post subject: |
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Aw man, I was gonna make a game like this, except it was gonna be called Links...
An idea was that they kept growing randomly, and you have to somehow destroy all of them.
Good job, though. |
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