[WIP] Robo-Sushi, a Robotron-inspired shooter

Advice on general approaches or feasibility and discussions about game design

Re: [WIP] Robo-Sushi, a Robotron-inspired shooter

Postby BurningSushi » Thu Jul 09, 2015 3:35 pm

Working nice and hard on it! Speaking of .infs though, what's the maximum size for a picture that can be displayed?
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Re: [WIP] Robo-Sushi, a Robotron-inspired shooter

Postby rodot » Thu Jul 09, 2015 4:56 pm

The logo must be 19*18px and the slides 84*32px. The .INF encoder will tell you if you input the wrong size anyway ;)
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Re: [WIP] Robo-Sushi, a Robotron-inspired shooter

Postby BurningSushi » Sun Jul 12, 2015 3:04 pm

Got the inf files ready, but now I'm having a lot of trouble getting sound to work outside the usual gb.sound.playOK(), etc.

I've read the sound page over and over and I've implemented Yoda's FX Synth code to go into my own, which is below:

Code: Select all
const int PROGMEM soundfx[8][8] = {
  {1,20,52,3,7,12,7,9}, // sound 0: Explosion
  {1,45,75,2,2,7,5,2}, // sound 1: Shoot
  {0,48,35,2,4,2,4,1}, // sound 2: Cursor blip
  {1,5,0,0,3,2,7,1}, // sound 3: Robot footstep
  {1,45,75,2,2,7,5,2}, // sound 4: Human footstep
  {1,24,11,3,1,0,6,4}, // sound 5: Sentry fire
  {1,41,96,1,3,3,6,4}, // sound 6: Sentry fire [alt]
  {1,41,6,2,5,3,7,4}, // sound 7: Teleport
};

void PlaySoundFX(int fxno, int channel)
{
  gb.sound.command(0,soundfx[fxno][6],0,channel); // set volume
  gb.sound.command(1,soundfx[fxno][0],0,channel); // set waveform
  gb.sound.command(2,soundfx[fxno][5],-soundfx[fxno][4],channel); // set volume slide
  gb.sound.command(3,soundfx[fxno][3],soundfx[fxno][2]-58,channel); // set pitch slide
  gb.sound.playNote(soundfx[fxno][1],soundfx[fxno][7],channel); // play note
}

PlaySoundFX(1,0); //Player fires


This should definitely be working and the only sound I got out of it was when I used the teleport sound on release of the B button. Would there be any reason I might be having problems getting sound fx to play?
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Re: [WIP] Robo-Sushi, a Robotron-inspired shooter

Postby rodot » Sun Jul 12, 2015 4:09 pm

You should use the tracker, you can download from at the download page. It's in alpha version so it only allows you to create patterns, but that's enough if you only want to make in-game sounds (no complex musics).
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Re: [WIP] Robo-Sushi, a Robotron-inspired shooter

Postby BurningSushi » Mon Jul 13, 2015 11:11 am

New version (v1.2) is now up along with the source files!

Changes:

- New splash screen (thanks, Erico!)
- New .inf file to explain the controls better
- Grunt art and animation updated
- Added new enemy type: Sentries
- Added a paralysis status to player
- Moar UI tweaks

New enemies are called Sentries and they will freeze you in place if you are shot by them, so watch out!

Unfortunately I've been hitting the limit of what I can achieve with storage, so putting sound on will require more optimisation. The game crashed my Gamebuino a couple of times with the sound on. If anyone can see anything in the code that can be changed, let me know ;)

Enjoy the new version!
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Re: [WIP] Robo-Sushi, a Robotron-inspired shooter

Postby erico » Mon Jul 13, 2015 3:42 pm

I still have to check this out, time is weird these days.
I have the intro file as a psd with layers, won´t be much trouble to make it fit the required intro logo size.
Will update it soon.
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Re: [WIP] Robo-Sushi, a Robotron-inspired shooter

Postby superfreaky » Sat Dec 19, 2015 6:28 am

What a fun game! I think it's a good addition to the library of gamebuino games. Why isn't it in the Games Gallery?
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