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Forum Index : Microcontroller and PC projects : MMBasic: Knightmare Game

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Turbo46

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Joined: 24/12/2017
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Posted: 11:15pm 08 Feb 2024
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  LeoNicolas said  The code you shared to test the gamepad works fine, but the game code, that is not modified for supporting the gamepad, and that is working fine in the previous MMB4W version crashes after a couple of seconds of running

That quote is from the "MMBasic for Windows - support for Xbox and DualShock 4 controllers" post. Just for the record: I am running Knightmare on that latest version with no problems at all (except for my lack of dexterity).

Bill
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LeoNicolas

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Posted: 12:54am 09 Feb 2024
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Thank you Bill for testing the game

Wine 9 has been released and I could run the game on it using the last MMB4W version. I'm already working on implementing the gamepads support on the game.

Tom, thank you for sharing the link for the code minifier. I will use it in my game.
 
Turbo46

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Posted: 01:15am 09 Feb 2024
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Good news! Thanks Leo, I'll look forward to the controller support.

Bill
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LeoNicolas

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Posted: 05:03am 13 Feb 2024
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The stage 3 is almost complete. I'm finalizing the boss implementation. This new release will also support the gamepad :)

 
Turbo46

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Posted: 05:48am 13 Feb 2024
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That's good, only 5 more stages to go after this one I think  

Has the controller been implemented yet?

Bill
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LeoNicolas

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Posted: 10:55am 13 Feb 2024
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It's not in the repo yet.
 
LeoNicolas

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Posted: 06:23am 17 Feb 2024
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Hello everyone

Today, I released the Stage 3 gameplay video. It took me one week to create the stage three and one week to fix many bugs I found.

https://www.youtube.com/watch?v=2mVCVu6VAlY



Sorry Bill, no gamepad yet. This weekend I will complete the gamepad implementation.
 
Volhout
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Posted: 07:05am 17 Feb 2024
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Wauw!

I could not play like this. If we can port this to pico and keep this speed of moving objects, it is a miracle. I am already amazed about Martins AS, but knightmare is the next level up.

Maybe we have to start using real sprites, including collision detect, in stead of treating sprites as tiles.

Volhout
Edited 2024-02-17 17:07 by Volhout
PicomiteVGA PETSCII ROBOTS
 
Turbo46

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Posted: 10:40pm 17 Feb 2024
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  Volhout said  I could not play like this.

Me neither. Slower game play would be a bonus  

A way of starting at a particular level would also help in practising certain parts of the game.

Bill
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LeoNicolas

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Posted: 11:20pm 17 Feb 2024
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I will add a difficulty level when I complete the implementation. For now the player is invencible.

This game is very hard, like other games of this genre, such as 1942, Nemesis/Salamander, R-Type, Space Manbow
 
LeoNicolas

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Posted: 01:33am 18 Feb 2024
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Bill

I had no luck implementing the gamepad support while running MMBasic over Wine.
I opened a bug in the Wine Bugzilla:

https://bugs.winehq.org/show_bug.cgi?id=56334
 
Turbo46

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Posted: 01:37am 18 Feb 2024
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Thanks for trying.

Bill
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Turbo46

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Posted: 02:12am 19 Feb 2024
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Hi Leo,

If you have implemented the gamepad support, is it possible to leave it in the program? I expect it won't trouble Wine if the gamepad is not plugged in? That would allow me to test it.

Bill
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LeoNicolas

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Posted: 06:42am 21 Feb 2024
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Hey Bill

Yes, I can send you the code I have.
The stage 4 is in the oven  

 
Turbo46

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Posted: 09:43am 21 Feb 2024
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Yes Please Leo.

Bill
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LeoNicolas

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Posted: 05:17am 23 Feb 2024
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Bill

I committed the gamepad support code. I tested the game with an Xbox gamepad over a Wine version I built after applying the patch for the input crash.

Let me know if it works for you.
Edited 2024-02-23 15:33 by LeoNicolas
 
Turbo46

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Posted: 06:07am 23 Feb 2024
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Thanks Leo,

It looks like you have also done the LH joystick control which is good. Much more playable for me. I'll get my game station experts to try it later. Button 'A' is the FIRE button, Expected a trigger button?.

When MMB4W announces a gamepad is connected that mucks up the screen and you have to restart the game to get rid of it.  

It crashed again, see the screen shot and when I shot something a small black square artefact was left on the screen that stayed in the same spot as the screen scrolled. Don't known what I shot now.



That artefact happened before the crash, I don't think it was related.


Bill
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LeoNicolas

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Posted: 06:22am 23 Feb 2024
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I will take a look at the error tomorrow. I have an idea why it happened.
I'm not sure about the artifact issue. It needs more investigation. I'm pretty sure I'm using sprite show and hide safe version
 
Turbo46

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Posted: 09:26pm 23 Feb 2024
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Given that there are so many people checking this post, I am surprised that one lone arthritic dinosaur is trying it out.

Anyway my game station experts gave it a run. They have a different attitude to me and dive in without knowing anything and learn as you play (and die)

The artefact happened for them as did the crash. At one time there were two artefacts. They appeared to act like stationary sprites but were made up of part of the (green) background. They were in a fixed position on the screen as the screen scrolls and cross the rivers as you go up.

Another funny thing that happened was that, at one stage, they could cross the water without a bridge. I did not see it but wonder if it may have been one of the invisible bridges that you are meant to shoot and expose.

I did not test the previous incarnation of the game so I am not sure whether those 'features' were added in this last version or the latest one (sorry).

I will try to find time later today to give it another go.

Bill
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Mixtel90

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Joined: 05/10/2019
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Posted: 10:12pm 23 Feb 2024
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I have the reaction times of a slug on downers. I once got off the first Pacman screen - that's my only gaming claim to fame. I'm afraid my contribution to games testing is in the field of "Ooh!, that's pretty!". :)
Mick

Zilog Inside! nascom.info for Nascom & Gemini
Preliminary MMBasic docs & my PCB designs
 
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