Jump to content
rllmuk

CurryKitten

Members
  • Content Count

    2,792
  • Joined

  • Last visited

Recent Profile Visitors

1,720 profile views
  1. I think it's a great idea to start on a little Space Invaders clone or just a game you know well. I recently put together a quick Asteroids style game just for a break - which took about a day, but was interesting as the way it needed to be put together was completely different from my Sim game. Much more instantiation and managing of objects. I turned it into a bit of a fun thing for a podcast I'm involved in, sticking the faces of the hosts in as Asteroids and then using little sound bytes as explosion noises. Weirdly this took about 3 weeks - 1 hour to change the code, and the remainder of the time to chase people up for a few sound samples !
  2. Although I came in with a lot of programming experience, all these engines require some relearning and general time to understand. It's well worth the effort, it would take years to accomplish the same things from building your own engine up from scratch. For me the choice was simple, Unreal Engine kept falling over on my old iMac I started using but Unity worked, so I used that. I went through one of the courses on Unity's web site https://learn.unity.com/course/create-with-code It's quite a long slog, and with the course aimed at beginners some of the stuff seemed woefully slow, but there were some real gems hidden in there that I really needed. Like understanding the UI system, or how to be able to communicate between scriptable objects. I hadn't heard of GoDot at the time, I've had a look and started twiddling with it - but it's just too much of a stretch to relearn all the stuff that I'd already become comfortable with in Unity. Worth looking at if you are coming at it new, and if you want to do 2d games. It's quite nice that the code editor is built in (as opposed to using Visual Studio or something) and it's very lightweight so will run on less powerful systems.
  3. My FPV flight sim comes out on Steam later on today (Friday). I made this trailer for it I have to say the whole Steam process was a bit of a ball ache. The actual code change to go from a regular game to a Steam game took all of about 10 minutes, but the amount of art works they wanted in different resolutions seemed endless. After getting what I thought was the right stuff, by review to list on the store got denied once, and the actual game rejected twice until I made some changes. Once again, the changes were trivial and only took a few minutes, but it was a 3 day wait everytime something was rejected before they'd look at it again!
  4. Not to worry - I've played RE4 a lot and my Cube isn't going anywhere - but I might look for it on the Wii if I want to play it again. I've been messing around with the USB loader getting it looking as I want it and getting games on here and there, and I'm really happy with what it can do. Really nicely put together guide from the original post.
  5. It's just RE4 so far. I guess one thing I forgot about was that most GC games didn't really do widescreen, and some of those that did just really used letter boxed 4:3 which kind of looked like widescreen when stretched to 16:9. So what I found was that RE4 on the GC looks like this But when taking the same RE4 GC disk and sticking it in the (now region free) Wii it then looks like this - But then when I take another GC game like Skies of Arcadia and do the comparison, we have the GC putting out ...and then the same GC disk on the wii doing much the same Annoyingly, I am finding that my GC output is much nicer than the Wii over component... or I should say less fussy - I've only got one component input on my TV and if I go through a switch box then the Wii signal gets some noise in it, while the GC remains super clean.
  6. Oops - I realised the way I worded that sounded like I tried the Wii version of Resi 4 against the Gamecube version - when what I actually did was use the US GC version in my UK Wii and NTSC Gamecube. But iff we think RE4 is a bit weird, I'll try a few more titles today and see if there's a difference. I'll snap some photos if so.
  7. I just tried the softmod as I thought I could use the Wii in place of my Jap/US Gamecube and save a powerport/component input. I did the homebrew channel install and then the Priloader thing, and set it to Region free everything. I stuck in a game to quickly test it (Resi 4) and noticed that the Wii version seemed to be playing in a much thinner section of screen like it had gone into ultra-widescreen or something. Sure enough when I stuck the game in the GameCube we had a lot more vertical screen on display. Did I miss something obvious here ?
  8. Well done @Dr_Dave that's insanely good work. I happened on this thread when I decided to mess about with some spectrum coding as well. After getting a sprite to move across the screen, I decided that would do for now. The addressing of the Spectrum screen is perhaps one of the weirdest things I've ever seen, and it took me days to get just to that point. I may take a look at that book though, it sounds more useful that what I was attempting to work from.
  9. I've just started to like programming again. I had the love of it kicked out of me after 23 years of crap working for IBM, but a few years after leaving I finally decided to have a go at some stuff. I found Unity as a pretty easy tool for prototyping (and it would run nicely on my 6 year old iMac (unlike Unreal Engine)) so I started messing around and it become something playable quite quickly. I say playable - only if you are into fly FPV quads. I decided I was enjoying it enough to carry on, so released a very early alpha and asked for some feedback. (although this video is mostly just me wittering on about it instead of pure gameplay footage) So, whilst this is intended for people to use their RC radios to plug into their PCs, it seems like loads of them decided to work in different ways, and all the axis are completely buggered if you want to use an Xbox/PS4 controller. So aside from needing to go back and allow people to chose axis for stuff, the calibration issue other people hard is a tricker one to fix. As far as I can see Unity doesn't let you calibrate a joystick, it just expects it to be all good and fine from the OS and that's it. Anyone know different ?
  10. I've tried to get into Daytona in the past but failed. I tried again though when I saw this thread. Admittedly, I do have the Dreamcast version, which is super-twitchy as other have mentioned. I like the oval, that handled ok if you are very gentle on the sticks, but I had a recurring issue in all the other courses.... tha handling, or lack of. I just couldn't get a grip on when the car would slide, or grip, or why it wouldn't brake enough for me - so I spent a lot of time bumping into walls and wondering how all the other cars could effortlessly go around the corner at the same speed without sliding off into the grass. Certainly, I used to love playing the big arcade version all linked up with friends, but it seems unplayable on the DC to me around a regular course
  11. Since last time, I've finished - 8/6/19 - Moss (PSVR) Lovely atmosphere in this game. I'd just come from playing Astrobot, so I wasn't wowed by the VR as much, but this is very cute and the character super-likable. I though it was a bit short - it basically ended when I thought we were just getting going, but I note that the free update has downloaded which gives access to a new area, so it'll be time to return to this soon 11/6/19 - Statik (PSVR) I really enjoyed this one. It's like playing a virtual escape room for your hands. Just trying to work out what everything did and being able to look all over at this weird device locked onto you was great. It was over a little quickly again, but that's probably because I was enjoying it so much. 8/7/19 - Saints Row 4 (360) SR4 was one of those "hey why not" purchases from CEX for £1.50 and I certainly think I got my moneys worth. I've actually finished all the SR games and they've got progressively sillier as they've gone on. This one essentially gave you super-powers and it felt a bit like Crackdown... which isn't a bad thing. Stupid, but fun nethertheless. Previously....
  12. I'm not a collector, but I think I may be a hoarder. I've only ever gone after the games I've really wanted to play - but still had a reasonable collection of DC, SNES, MD and N64 games. N64 were pretty much all bought new but just never trader or anything. I think I might be a hoarder because I seem to have a problem letting stuff go. I spent a long time hunting down some of the SNES classics like Secret of Manna, Super Metroid, ChronoTrigger, to only then go any play them on emulation because it was less hassle on a new TV and I could save the state whenever I wanted... but the games remain on the shelf. Ditto on my N64 and MD where I have Everdrives... I'm still keeping the originals. Weird.
  13. No, there's several downloads for Wipeout... you'll want to play that as well. It feels like your brain is being thrown around all over
  14. Well, I finished Moss last night - which was absolutely charming, but quite short. When it said "end of book one" I expected it to carry on ! Anyway, onwards and upwards. I still am building up my brain to VR, so instead of moving on to a more action game, I picked up Statik on the store as it was only £6.49 or something. What a fun concept - I love a puzzle, and it feels like I've really got my hands trapped in a device trying to figure my way out
  15. AMOS was great back in the day, I actually bought the proper version with the lovely box and manual (before it started appeared free as cover discs) It was always a little slow on the Amiga - I wanted full frame rate, but as I started getting more complicated code going, it slowed down. That said it was a great breeding ground for amateur coders to get going on something fast. I still have my disks in my loft that contains all my work I did on the Amiga which I'd love to look at again, but I'm now missing an Amiga. I remember making some code to let me input sine wave equations, then showing how a bunch of sprites moved in their x and y directions to different sine inputs and then being able to export the pre-calculated sine-waves as nicely packaged dc.w assembly lines (IIRC) I played around with BlitzBasic as well which felt nicely familiar, although the last fun little code stuff I wrote was in Python, using the Pygame library - which was quite friendly, and multi-platform. As much as I'd like to sit down an do something properly in a "proper" language. I don't ever have the time, so bring on something easy to use, which is multi-platform and nice and easy - I don't know if I'll ever sit down and finish something, but I still like to mess about with stuff.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Use of this website is subject to our Privacy Policy, Terms of Use, and Guidelines.