Search found 10 matches
- 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...
- 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.
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.
- 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 "...
- 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...
- 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...
- 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...
- Sat Mar 28, 2009 7:45 am
- Forum: Tools, Fanstuff
- Topic: How to use Amoebatime?
- Replies: 14
- Views: 88997
- Fri Mar 27, 2009 12:24 pm
- Forum: Tools, Fanstuff
- Topic: How to use Amoebatime?
- Replies: 14
- Views: 88997
- Thu Mar 26, 2009 6:32 pm
- Forum: Games: Remakes
- Topic: Windows Clone: Boulder Rocks! 3D
- Replies: 21
- Views: 83597
- 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 ...