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  Topic: Remake from Volutar [WIP]
Volutar

Replies: 4
Views: 8867

PostForum: Games: Remakes   Posted: Fri Oct 25, 2019 6:43 pm   Subject: Remake from Volutar [WIP]
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 c ...
  Topic: Remake from Volutar [WIP]
Volutar

Replies: 4
Views: 8867

PostForum: Games: Remakes   Posted: Tue Jul 16, 2019 9:28 am   Subject: Remake from Volutar [WIP]
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 moveme ...
  Topic: Boulder Remake
Volutar

Replies: 28
Views: 68188

PostForum: Games: Remakes   Posted: Tue Dec 15, 2009 12:46 pm   Subject: Boulder Remake
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 imple ...
  Topic: slime permeability and BDCFF
Volutar

Replies: 30
Views: 66266

PostForum: Games: Remakes   Posted: Tue Dec 08, 2009 7:58 am   Subject: slime permeability and BDCFF
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 versio ...
  Topic: Boulder Remake
Volutar

Replies: 28
Views: 68188

PostForum: Games: Remakes   Posted: Tue Dec 08, 2009 7:42 am   Subject: Boulder Remake
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 ( ...
  Topic: Boulder Remake
Volutar

Replies: 28
Views: 68188

PostForum: Games: Remakes   Posted: Sun Apr 05, 2009 2:21 pm   Subject: Boulder Remake
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). ...
  Topic: How to use Amoebatime?
Volutar

Replies: 14
Views: 31785

PostForum: Tools, Fanstuff   Posted: Sat Mar 28, 2009 7:45 am   Subject: How to use Amoebatime?
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).
  Topic: How to use Amoebatime?
Volutar

Replies: 14
Views: 31785

PostForum: Tools, Fanstuff   Posted: Fri Mar 27, 2009 12:24 pm   Subject: How to use Amoebatime?
I never seen fast-growing amoeba in classic BD1-3.
Have I missed something?
  Topic: Windows Clone: Boulder Rocks! 3D
Volutar

Replies: 21
Views: 42006

PostForum: Games: Remakes   Posted: Thu Mar 26, 2009 6:32 pm   Subject: Windows Clone: Boulder Rocks! 3D
Very nice implementation.
Unfortunately slightly different caves and not frame-by-frame gameplay... hence easier and definatly unorthodox.
  Topic: Remake from Volutar [WIP]
Volutar

Replies: 4
Views: 8867

PostForum: Games: Remakes   Posted: Wed Mar 25, 2009 3:09 pm   Subject: 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 classi ...
 
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