Black Tiger remake Ds

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Black Tiger remake Ds

Postby nerboruto » November 4th, 2013, 11:31 am

Hello everyone
I am here to present my first remake game for Ds.
the game is still in early stage
graphics and gameplay will be revisited
new weapons and armor in shop
levels will be modified and enlarged
Also new is the system for viewing the map
evaluating collaborations to finish the project.
Attachments
test.nds
test release v1 first
(2.64 MiB) Downloaded 246 times
test2.nds
test release v2 second
(2.7 MiB) Downloaded 247 times
test3.nds
test release v3 third
(2.86 MiB) Downloaded 261 times
Last edited by nerboruto on December 3rd, 2013, 5:36 pm, edited 6 times in total.
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Re: BlackTiger DS remake

Postby nerboruto » November 4th, 2013, 10:33 pm

The intro crashes randomly on the emulator will also fixed in the next release together with other improvements
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Re: BlackTiger DS remake

Postby Zachman » November 5th, 2013, 1:00 am

Cool! You should release the .dsgm file for beginners like me to learn from!
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Re: BlackTiger DS remake

Postby nerboruto » November 5th, 2013, 2:23 pm

Yes when the project reaches consistency ...
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Re: BlackTiger DS remake

Postby Zachman » November 6th, 2013, 3:03 am

Ok! Can't wait to see it when it is complete!
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Re: BlackTiger DS remake

Postby nicklausw » November 6th, 2013, 3:44 am

2 things:
1. When he lands from a moving jump, the screen shakes a little.
2. When he falls a long distance, he just stands there. Physics; they're visual, too!
my stuff
pong - sms/gb
sudoku - sega master system

next project - something for the nes, perhaps?[/b]
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Re: BlackTiger DS remake

Postby nerboruto » November 7th, 2013, 4:58 pm

thanks for the tip Mint..
tonight will release a new version.
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Re: BlackTiger DS remake

Postby nerboruto » November 8th, 2013, 5:04 pm

I found several new bugs on the jump that require more time to be fixed
will release something new when I shall fixed all and the level will be fully navigable...
see you soon..
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Re: BlackTiger DS remake

Postby nicklausw » November 20th, 2013, 9:50 pm

nerboruto wrote:I found several new bugs on the jump that require more time to be fixed
will release something new when I shall fixed all and the level will be fully navigable...
see you soon..

Looking forward to the release.
my stuff
pong - sms/gb
sudoku - sega master system

next project - something for the nes, perhaps?[/b]
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Re: BlackTiger DS remake

Postby nerboruto » November 21st, 2013, 10:46 am

I'm working on the fire button and weapons ...
if I can new release for weekend..
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Re: BlackTiger DS remake

Postby nerboruto » November 21st, 2013, 1:04 pm

level1test.jpg
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Re: Black Tiger remake Ds

Postby nerboruto » November 26th, 2013, 7:27 pm

I have some problem with the creation / deletion of sprites ...
After a few minutes I have a vram problem.
I'm working on the problem.
if anyone has some advice ..
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Re: Black Tiger remake Ds

Postby BLsquared » November 27th, 2013, 2:16 am

How many sprites are in use at once?
Are you rapid-fire creating objects?
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Re: Black Tiger remake Ds

Postby nerboruto » November 27th, 2013, 11:20 am

at the moment I have 6 sprites for player and main weapon plus 9 sprites for daggers.
I wanted to dynamically generate sprites
but I noticed that when I quickly delete and recreate them free vram slowly decreases
instead of deleting them I could move them off the screen in a clear area.
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Re: Black Tiger remake Ds

Postby Buck_7 » November 27th, 2013, 4:18 pm

Maybe you could reduce the number of sprites you load and incorporate sprites together instead of like, having 9 or so different sprites, but have them all in one sprite sheet.
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Re: Black Tiger remake Ds

Postby BLsquared » November 27th, 2013, 7:56 pm

Sorry, when I said "sprites", I meant objects.
You may call me BLsquared, Commodore, or TexasBatman. Preferably BLsquared.
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"Every puzzle has an answer." - Professor Layton
"In war, there is indeed no substitute for victory." - Douglas MacArthur
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Re: Black Tiger remake Ds

Postby nerboruto » December 2nd, 2013, 4:00 am

moved objects into off-screen position...
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Re: Black Tiger remake Ds

Postby Foxi4 » December 2nd, 2013, 10:36 pm

If the binary tells you that you ran out of VRAM then you likely did - the DS only has about 720kb VRAM and not all of it is shared - it's sub-divided into Banks dedicated for sprites, backgrounds etc. and you have to conserve it. This is why well-tiled backgrounds and sprites are crucial in DS development.
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FalloutDS: Postponed until proper libraries are created, 10%
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Re: Black Tiger remake Ds

Postby nerboruto » December 6th, 2013, 3:01 pm

the problem of vram now I have it only if quickly delete and recreate the objects .. avoiding deleting and moving them in off-screen position problem does not occur ...
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Re: Black Tiger remake Ds

Postby Foxi4 » December 6th, 2013, 4:08 pm

Oh? In that case, that could be an Action going bonkers. There was a time when DSGM5 had a little bit insufficient Delete Action that only deleted the visible sprite, not all the associated junk thus filling the buffers eventually. I thought it was corrected though - my installation does not have that issue. Try running this:

PA_DeleteGfx (SCREEN, PA_GetSpriteGfx(SCREEN, OBJECT));
PA_DeleteSprite (SCREEN, OBJECT);


Right before your Delete Object Action via Execute Code, where SCREEN (0 or 1) you should type in which screen you're interested in, where Object you need to type in the Sprite's number in the system (0-127) - I'm assuming it corresponds to the Object number so you might as well use [Me] ([Me] returns the Instance ID). Running this should solve your garbage collection problems by not only deleting the sprite but also its corresponding Gfx pointer from the system.
Current Projects:

FalloutDS: Postponed until proper libraries are created, 10%
Foxi_Lib: A completely revised version of NitroSprites[FINAL], NitroBackgrounds and NitroText[FINAL], 40%
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