Search found 10 matches

by Volutar
Fri Oct 25, 2019 6:43 pm
Forum: Games: Remakes
Topic: Remake from Volutar [WIP]
Replies: 4
Views: 44593

I faced with need of vertex animation. So it was that kind of a problem (its just too massive) and dirt/swamp smooth/smart merging for rendering. Spent lots of time on replicating righteous vanilla controlling and physics (frame-by-frame checking) with smooth movement (it was not easy to combine the...
by Volutar
Tue Jul 16, 2019 9:28 am
Forum: Games: Remakes
Topic: Remake from Volutar [WIP]
Replies: 4
Views: 44593

http://volutar.eu5.org/bd.zip
Found old archive with latest "wip" build.
The main issue I fought with, was the smooth intuitive controlling along with smooth, semi-discrete rockford movement. That was real pain in the butt.

Obviously it was simply lying on the shelf all these 10 years.
by Volutar
Tue Dec 15, 2009 12:46 pm
Forum: Games: Remakes
Topic: Boulder Remake
Replies: 30
Views: 199755

No. Actually I didn't. But AFAIK, all classic BD algorithms was implemented accurately in GDash. Classic frame-by-frame paradigm wasn't touched. There wasn't any need to make smooth movement and implement intermediate moving states, so GDash author's task was much easier. I don't think it's an "...
by Volutar
Tue Dec 08, 2009 7:58 am
Forum: Games: Remakes
Topic: slime permeability and BDCFF
Replies: 30
Views: 190068

By the way spectrum and atari/commodore BD versions of BD2 have slightly different scenario for the same cave (AFAIR, cave E). The difference is caused by lower size of generated cave. Spectrum version generates only 20 lines of cave, but atari/commodore generates 21 lines. So static RND generator f...
by Volutar
Tue Dec 08, 2009 7:42 am
Forum: Games: Remakes
Topic: Boulder Remake
Replies: 30
Views: 199755

I don't understand, how you calculate the frames. But in my opinion, it works as it should. At first I noticed it by sight. After that - writing screenshost, and by-frame video. Of original Boulder (atari/spectrum versions), of my own and of Remake to compare. The spaces between falling diamonds to...
by Volutar
Sun Apr 05, 2009 2:21 pm
Forum: Games: Remakes
Topic: Boulder Remake
Replies: 30
Views: 199755

I've noticed some 'buggy' diamonds behaviour in cave processing algorithm (concerning falling state). When picking diamonds on right side, they are picked each 3rd frame (as in original classic BD). But when picking them on left side - speed is one diamond per 2 frames - WHAT'S NOT RIGHT. By the way...
by Volutar
Sat Mar 28, 2009 7:45 am
Forum: Tools, Fanstuff
Topic: How to use Amoebatime?
Replies: 14
Views: 88997

Yep, Intermission1 in BD1 amoeba starts to grow really fast.
I'm playing BD3 on ZX emulator, and magicwall/amoeba bug doesn't work (amoeba doesn't turn into jewels when magic wall is activated).
by Volutar
Fri Mar 27, 2009 12:24 pm
Forum: Tools, Fanstuff
Topic: How to use Amoebatime?
Replies: 14
Views: 88997

I never seen fast-growing amoeba in classic BD1-3.
Have I missed something?
by Volutar
Thu Mar 26, 2009 6:32 pm
Forum: Games: Remakes
Topic: Windows Clone: Boulder Rocks! 3D
Replies: 21
Views: 83597

Very nice implementation.
Unfortunately slightly different caves and not frame-by-frame gameplay... hence easier and definatly unorthodox.
by Volutar
Wed Mar 25, 2009 3:09 pm
Forum: Games: Remakes
Topic: Remake from Volutar [WIP]
Replies: 4
Views: 44593

Remake from Volutar [WIP]

Hello everybody. Work is in progress, and on pretty early stages. So, what do I have: - 1-3 classic BD caves from ZX version, plus BD4 and BD5. - Full 3D OpenGL graphics (models), while classic-looking and flat map. - Smooth gameflow inspite on precisely implemented classic gameplay. - Some control ...