MMLL Development Diary

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Offline flash

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Reply #570 on: October 10, 2009, 02:45:05 pm
I did not want to start have 2 of everything, when you do that it stops it being a whole. Perhaps I can work out a way to compensate for the scores between LL and WW

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Offline Lobo

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Reply #571 on: October 10, 2009, 04:28:24 pm
Two hiscores is not really a common thing around, better keep it all in one. It's still a Lost Levels game, those other levels were not meant to be anything more but additions. Unfortunately, the size of those have grown to the point where the things are getting confusing as it now seems as if a completely new game or two games are inside of one. That was not the point. The idea was to finish the original 20 LL and as a reward get to unlock movie levels.
We have bloated up things a little after that, all that is left is to add 360 controller support, a few 3D panorama levels and support for stereo glasses.
Seriously though, keep it kinda simple rather and work on fixes so the game comes out before my 65th birthday, if possible. There is far more content in this game already than any mortal should ever ask for so there's no need to make a Citizen Kane of video games out of it.  ;)



Offline flash

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Reply #572 on: October 10, 2009, 04:47:13 pm
I do agree Lobo...

And I will have it done before your 65th birthday... After all, Im not gonna take 2 years am I?

It was originally to be just the LL.. Then some artistic guy sent this movie level... Then this artistic guy made me add horace as a bonus level... Somewhere along this, I do have to point the finger!!!!! LOL

But.. I do think the Bonus levels add a little replay value to the game at the expense of a little work. Also, it is nice to add a few of the many (40) Sam Coupe levels as these have never been featured anywhere except in the Coupe version and people have mentioned them in the RG forum regarding the original LL article. So... It is all a bonus.

I think 50 levels is enough for any game and as Lobo said, the main guns of the game are the LL's... and these are what the Highscore is based upon. Also, you have to complete them before you can play WW, so a lot of people may not even see them levels.

Oh, if you have not unlocked them, they also do not show on the title screen.

I have added the Jukebox bit so that it only shows music you have heard in the game. At first there is 3 tunes to select.
Hope that is ok SF?

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Offline Lobo

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Reply #573 on: October 10, 2009, 05:30:35 pm
And I will have it done before your 65th birthday... After all, Im not gonna take 2 years am I?

Well, before...Monday would be perfect.  8)
As for the movie levels, yeah I did started it and we got to the round number and is sufficient enough. The same should apply to other levels. Like you said, there will be folks who might never see any of these really. The main thing is that we shouldn't be aiming for some ultimate Miner collection, it's Lost Levels and then umbrella on top.



Offline flash

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Reply #574 on: October 10, 2009, 05:38:11 pm
And a little cherry!

I am working on bugs and stuff mostly and importing a few levels as I go.

The next step is to get something going for the completion, I will work on that tomorrow after I type these 120 levels in.. These are the bonus bonus bonus levels that come after the bonus bonus levels. I think 2048 levels should be enough? LOL

Seriously.. All I am going to do is make it a round 50 levels. We have 41 now.. So, it is not a reall hardship to round it of with a couple more Blagger levels and a few of the original Spectrum levels, with the final bonus level being the original 20th level of the Spectrum one. These are using original graphics. Though I have added one original level "Cosmic Causeway".

So..

Mostly, all that is involved in the game is a tidy up and bug hunt.. And getting that story in.

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Offline Lobo

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Reply #575 on: October 10, 2009, 05:56:56 pm
Mostly, all that is involved in the game is a tidy up and bug hunt.. And getting that story in.

Tidy up and bug hunt, yes, even though I haven't really noticed any bugs really except for those which are features, of course ;).



Offline flash

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Reply #576 on: October 10, 2009, 06:00:01 pm
I still cannot get that 'jump when dying' bug?

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Offline Lobo

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Reply #577 on: October 10, 2009, 06:13:12 pm
Crap, the bug is not working anymore? Damn! I liked that one.  :'(



Offline flash

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Reply #578 on: October 10, 2009, 06:41:53 pm
I cannot even remember removing it!! LOL

Lobo.. If you want to add any Bonus level designs while I am busy on the code.. Feel free.. We have Trampolines to play with now. It is up to you?

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Offline spacefractal

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Reply #579 on: October 10, 2009, 08:51:22 pm
I just scare the hiscore system might been wandered out, due the two seperate gamemodes which is not connected together and they both got shared hiscore. Thay why I created seperate hiscore for Cave Heroes.

But here you won't do seperate hiscore, but I do want to could play all 30 levels in same game somewhere.

I now think on the LL victory screen the "try extras now" text could been changed to "countinue to willywood now". The real ending could been after WillyWood sets when he got home and with the nice ending hero music (not started on that yet).

For bonues levels, there could just been simple hiscore for each level as shown in the bottom screen shown ingame.... no names needed here. Just a hiscore for each level or time completed. No need to connect to the 30 levels at all. They are just for real fun and bonus.

For the jukebox, the tunes I guess is Title, Hiscore and GameOver or something? That ok and its was that I wanted, so people have something to unlock while playing.
« Last Edit: October 10, 2009, 09:07:14 pm by spacefractal »

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Offline Lobo

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Reply #580 on: October 10, 2009, 09:08:48 pm
I cannot even remember removing it!! LOL

Lobo.. If you want to add any Bonus level designs while I am busy on the code.. Feel free.. We have Trampolines to play with now. It is up to you?

Yep, definitely not working anymore, tried to jump while dead and nothing happens. :( You must've done something to kill this feature.

What are the bonus level designs?



Offline flash

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Reply #581 on: October 10, 2009, 09:18:03 pm
The bonus level designs are just what ever you want really. These can be a re-working of a classic level or an original level? It does not matter. They can also be standard or enhanced graphics.

I have sent a demo with the (almost) full complement of levels unlocked for you to look at. I had a bit of fun with 'cosmic causeway'.

One thing i did notice is that all the willy animations only used the first 4 frames and also, when walking left, my code reversed the animation order - DOH! This is fixed now (it also affected all enemies - you could see it on wheels and stuff). Downside is that now willy used all 8 frames and does not animate as well as hoped. In the latest build, willy is cut to 4 frames, but the other forms (spaceman, rick, etc) use all 8. If you look at the spaceman, you will see what i mean (i hope)... Any chance of a bit of a twiddle there?

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Offline Sokurah

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Reply #582 on: October 10, 2009, 09:39:33 pm
Baz?



Offline Lobo

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Reply #583 on: October 10, 2009, 10:00:13 pm
One thing i did notice is that all the willy animations only used the first 4 frames and also, when walking left, my code reversed the animation order - DOH! This is fixed now (it also affected all enemies - you could see it on wheels and stuff). Downside is that now willy used all 8 frames and does not animate as well as hoped. In the latest build, willy is cut to 4 frames, but the other forms (spaceman, rick, etc) use all 8. If you look at the spaceman, you will see what i mean (i hope)... Any chance of a bit of a twiddle there?

I've sent you a little update, nothing really that I can do beyond this. The only different frame really is the first one as it should be triggered when Willy is not moving but it should work with the rest as well.

I'm still unsure about the bonus, I have to look at those unlocked ones, maybe I can draw that blagger level, have to see what's in there first.



Offline flash

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Reply #584 on: October 10, 2009, 10:36:00 pm
The replicas of original levels (like Blagger, Coupe) I really want to keep as the original graphic and design.. Though we can add a few new original levels.

I added one today with a new sprite and background, and code for the meteors and it added less than 8k to the file size, so there is plenty of room for stuff! ( and it is a shame not to use it )

The filesize can get to 3.7 megs (roughly) before the need for embedded file systems and file management. So, TONS of room to play with.

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Offline flash

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Reply #585 on: October 10, 2009, 10:36:53 pm
Baz?

What?

My wifes name is that (well.. Barrie-Jane)

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Offline Lobo

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Reply #586 on: October 10, 2009, 11:07:04 pm

I added one today with a new sprite and background

Well, Ok send that level then and I'll check it out.



Offline headkaze

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Reply #587 on: October 11, 2009, 02:59:41 am
Thought it was about time to check this on the (dreaded) GBA Movie Player... and.. no bugs  8) So great work Flash for writing bug free code!

I love the "get squashed by shoe + other things" at the end. And I was really honored at the homage to TDG's Cook/Horace. Gave me a large grin when I saw that :)



Offline Lobo

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Reply #588 on: October 11, 2009, 03:48:29 am
Seriously, if it works on GBAMP, hah..well it'll work on wrist watches. I can say it's smooth on AK2 as well, just to mention.
Also, the cook from now on has to have special appearance everywhere alongside LaVey.  8)



Offline spacefractal

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Reply #589 on: October 11, 2009, 10:20:51 am
look like xm7play plays incorrectly and clicky when playing very short samples or is a limit how short the samples can been (chip like samples)? there is clicks in hiscore.xm and egyptian.xm and I cant not been able to fix it, even I have followed the 32bit guide line. Not sure why and I need to use longer samples, since it seen its only on short samples its have some problems with? So i need to drop these short samples to avoid clicks.

bug: if you ship the nice shoe sekvens, you sometimes see the objects in the bottom screen while fading out. I like that and I need to see a TV falling down as well.
« Last Edit: October 11, 2009, 10:26:28 am by spacefractal »

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Offline flash

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Reply #590 on: October 11, 2009, 10:47:00 am
All the fades between the screens etc will be sorted when all the various screens are added. The problem occurs mostly when screen modes are changed. The game over screens use 4 256x384 sized screens and then switch to all 256x192 screens for the rest of the game over and for the title screen. This causes problems.

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Offline spacefractal

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Reply #591 on: October 11, 2009, 11:25:39 am
I have tried to fix the mystery clicks when the flute is played (when it start to play that), even I changed 2 instruments and followed the guideline. So seen I like to found a bug in XM7Play or?

The major problem is in hiscore.xm and is minor problem is in egyptian.xm (most hearable in the intro only).
« Last Edit: October 11, 2009, 11:29:38 am by spacefractal »

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Offline sverx

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Reply #592 on: October 11, 2009, 11:41:54 am
[...] is a limit how short the samples can been (chip like samples)?

Yep, I forgot that. There's a minimum sample size, the whole sample should be at least 16 samples if it's an 8 bits one. So you should repeat the loop more than once if the total length is less than 16 bytes. Forgive me for not mentioning it earlier.




Offline spacefractal

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Reply #593 on: October 11, 2009, 12:02:24 pm
I dont think that is the problem, so still not sure what it happens.

The problem still in the egyptian even with much longer sample and only loop once I think in the new version.

So Im are not sure what it happens here.... I can send the tunes (not sure email), but I do got reduced its somewhere in the hiscore5.xm and sound accepable in the ds speacker now, but I cant avoid it 100%.

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Offline sverx

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Reply #594 on: October 11, 2009, 01:49:10 pm
Send me the tunes, I can check them and see if I get some ideas... you can read my e-mail in the profile, it's my nick at yahoo.com btw :)

Anyway unfortunately clicks can't be avoided 100%, there's no 'volume ramping' feature in libXM7 (that would need software mixing or a different track/channel approach...) but we can try to reduce them as much as possible.





Offline spacefractal

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Reply #595 on: October 11, 2009, 03:32:48 pm
look like it dosent like some samples, and yes volume ramping is that problem. I have tried in some hours to fix the samples, but still clicking. I guess it dosent like the samples I used, due the missing important feature. Exists some software that can fix it on a sample?

____

I gonna I got reducered very much of clicking by joining the two main instrument to one sample (which sound ok, but I wouuld better seperate them, but it diddent work very well), and changed hiscore.xm to using 6 channels.
« Last Edit: October 11, 2009, 07:40:57 pm by spacefractal »

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Offline Lobo

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Reply #596 on: October 11, 2009, 08:23:26 pm
Damn, should've went the 3megs for mp3s and 100kb for graphics option instead.  :D
Fixes sound problemos pronto!



Offline flash

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Reply #597 on: October 11, 2009, 08:33:29 pm
LOL....

Actually, at the moment all 31 (or 32) tracks are just over 1 meg... (uncompressed it is 2.1 megs)

The graphics including the intro stuff is 2.65meg without compression and tile reduction (of which there is a LOT of).. So much stuff is compressed in the game it is mad..

File size at the moment (with 7 levels to go) is 2.64meg - so that shows how much compression is in there!!

My code is about 100k LOL

Without compression we would be around 5megs
« Last Edit: October 11, 2009, 08:35:03 pm by Flash »

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Offline Lobo

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Reply #598 on: October 11, 2009, 08:36:54 pm
Holly Trovajoli! That much?


Code 100K...haha, after all these numbers this one just looks so tiny.  :D



Offline Sokurah

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Reply #599 on: October 11, 2009, 11:28:53 pm
Holly Trovajoli! That much?


Code 100K...haha, after all these numbers this one just looks so tiny.  :D

Yeah...and it really shows in the quality. ;)