WIP Super ThunderCats: The Lost Eye of Thundera -BOR on DC

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Resident Evil
Posts: 1754

Re: Super ThunderCats: The Lost Eye of Thundera -BOR on DC

Post by dubcity »

@dreambor

here is the link to all the optimized files I have made so far.

use what you want. just credit me for the work I did please.

https://mega.nz/file/ZuInES4D#DHMHxJkGO ... mgTkqkUJVY

Resident Evil
Posts: 1754

Re: Super ThunderCats: The Lost Eye of Thundera -BOR on DC

Post by dubcity »

marchegiano wrote:Lol, I had a simple ab order working fine so I went for a correct usage of the panel system. I chopped the level into 14 different panels which gave me the ability to order them less linearly . Now I'm not sure why but now the game just goes to credits rather than load the level.

Just want to make sure the code itself is fine. I'm pretty sure I have to try my cuts again or something else art related because that tend to be the case for me but to make absolutely sure can one of you verify that if I have panels correct this order would be fine

order abcdcdcccdcdccdccfcghijccjccjkjlfcfmgccggccggccggccgccgh

Of course I know youse can't tell me my sequence for me but if the panels are correct and the sequence is correct there should be nothing wrong with that line right? Could it be too long?
sorry man I don't have the files to check that

Resident Evil
Posts: 1754

Re: Super ThunderCats: The Lost Eye of Thundera -BOR on DC

Post by dubcity »

DreamBOR wrote:
dubcity wrote:@dreambor

here is the link to all the optimized files I have made so far.

use what you want. just credit me for the work I did please.

https://mega.nz/file/ZuInES4D#DHMHxJkGO ... mgTkqkUJVY

UUUUFFFFFFGGGHHH! Too late :cry: , I already have it published on my website ... but I'm going to lower the file right now and update the game and I'll let you know when it is available for download. ;)

¡AAAAAAHHHHGGGGGRRRR! Demasiado Tarde :cry: , Ya lo tengo publicado en mi web... Pero lo voy a dar de baja el archivo en estos momentos y actualizare el juego y te lo dejare saber cuando este disponible para la descarga. ;)
no worries man. thanks

Quad Damage
Posts: 197
Dreamcast Games you play Online: none yet, didn't realize this was around. Figuring it all out, but I still have my DC and games.

Re: Super ThunderCats: The Lost Eye of Thundera -BOR on DC

Post by marchegiano »

dubcity wrote:
marchegiano wrote:Lol, I had a simple ab order working fine so I went for a correct usage of the panel system. I chopped the level into 14 different panels which gave me the ability to order them less linearly . Now I'm not sure why but now the game just goes to credits rather than load the level.

Just want to make sure the code itself is fine. I'm pretty sure I have to try my cuts again or something else art related because that tend to be the case for me but to make absolutely sure can one of you verify that if I have panels correct this order would be fine

order abcdcdcccdcdccdccfcghijccjccjkjlfcfmgccggccggccggccgccgh

Of course I know youse can't tell me my sequence for me but if the panels are correct and the sequence is correct there should be nothing wrong with that line right? Could it be too long?
sorry man I don't have the files to check that
I sorted it actually. It was just a stupid mistake. I thought I would name the panels their letters, panela.gif, panelb.gif, so on, for simplicity. I made enough panels to have A-N then I went in the level.txt and wrote the necessary panel directory stuff. When I'd made the gifs for some reason I skipped E and so when I made the panel text directories I'd writen one for an panele.gif that didn't exist. Even after writing the order and copying and pasting it here I didn't notice. :lol: but sure enough even if you scan the order I pasted there is no E :lol: That probably should have tipped me off.

Quad Damage
Posts: 197
Dreamcast Games you play Online: none yet, didn't realize this was around. Figuring it all out, but I still have my DC and games.

Re: Super ThunderCats: The Lost Eye of Thundera -BOR on DC

Post by marchegiano »

After I posted that I noticed another stupid mistake that already explains my next problem. Shouldn't be an h that ends the order list. Should be an n.

Quad Damage
Posts: 197
Dreamcast Games you play Online: none yet, didn't realize this was around. Figuring it all out, but I still have my DC and games.

Re: Super ThunderCats: The Lost Eye of Thundera -BOR on DC

Post by marchegiano »

Still getting a huge drop in fps from a certain point in the level that doesn't recover until the level is over.

When I get there, the level spawns quite a few more enemies than other parts, might that have something to do with it?

letterbomb
Posts: 152

Re: Super ThunderCats: The Lost Eye of Thundera -BOR on DC

Post by Dakangel »

dubcity wrote: All gifs are 320x240. I've chosen to drop every fourth frame. The resulting gif played faster. So I've slowed the speed of the resulting gif down to 60 percent playback to make it look very close to the original.
Can you please share all the original gifs, with the ingame ones that you erase? the full ones.
I want to test if i can compress them, but i dont want to download the full +300mb game.
marchegiano wrote:Lol, I had a simple ab order working fine so I went for a correct usage of the panel system. I chopped the level into 14 different panels which gave me the ability to order them less linearly . Now I'm not sure why but now the game just goes to credits rather than load the level.
Wow man, you are already mastered the correct panel usage, i really hope more creators do the same,
hey this is a a recent post in the new openbor forums:
A game that teaches how to use bg layers, to give more life to your games, not only with panels but with layers too.
https://www.chronocrash.com/forum/index ... -demo.105/

The bad thing is that you NEED to register in the site to acces the downloads
The good thing is that all bans and past problems were sorted and this is a "new" start with new forum, altought i still dont want to re enter to it.
marchegiano wrote:Still getting a huge drop in fps from a certain point in the level that doesn't recover until the level is over.
When I get there, the level spawns quite a few more enemies than other parts, might that have something to do with it?
You still need to edit the spawns to erase or create more of them and there is a way to edit the stages to free memory when the levels are finished.
You first need to "know" every non playable character from the models text and those knowed need to be loaded in a certain way in their stages.
in the current stage text you must write (if you want of course) in the header text just after the panels and fglayers:

Code: Select all

load spawnedthing 3
where "load", well, load the entity the level use;  
"spawnedthing" is the entity name from the models; and 
"3" is the conditioner to unload that entity with their assets and scripts just after the level ends
Every entity spawned, including panel entities must be listed with the conditioner one by one.
Last edited by Dakangel on Mon Oct 11, 2021 12:26 am, edited 1 time in total.

Resident Evil
Posts: 1754

Re: Super ThunderCats: The Lost Eye of Thundera -BOR on DC

Post by dubcity »

Dakangel wrote: Can you please share all the original gifs, with the ingame ones that you erase? the full ones.
I want to test if i can compress them, but i dont want to download the full +300mb game.
yeah sure give me a lil bit to zip them up and have my coffee. just woke up. lol


Quad Damage
Posts: 197
Dreamcast Games you play Online: none yet, didn't realize this was around. Figuring it all out, but I still have my DC and games.

Re: Super ThunderCats: The Lost Eye of Thundera -BOR on DC

Post by marchegiano »

Dakangel wrote:
marchegiano wrote:Lol, I had a simple ab order working fine so I went for a correct usage of the panel system. I chopped the level into 14 different panels which gave me the ability to order them less linearly . Now I'm not sure why but now the game just goes to credits rather than load the level.
Wow man, you are already mastered the correct panel usage, i really hope more creators do the same,
hey this is a a recent post in the new openbor forums:
A game that teaches how to use bg layers, to give more life to your games, not only with panels but with layers too.
https://www.chronocrash.com/forum/index ... -demo.105/

The bad thing is that you NEED to register in the site to acces the downloads
The good thing is that all bans and past problems were sorted and this is a "new" start with new forum, altought i still dont want to re enter to it.
marchegiano wrote:Still getting a huge drop in fps from a certain point in the level that doesn't recover until the level is over.
When I get there, the level spawns quite a few more enemies than other parts, might that have something to do with it?
You still need to edit the spawns to erase or create more of them and there is a way to edit the stages to free memory when the levels are finished.
You first need to "know" every non playable character from the models text and those knowed need to be loaded in a certain way in their stages.
in the current stage text you must write (if you want of course) in the header text just after the panels and fglayers:

Code: Select all

load thespawnedthing 3
where "load", well, load the entity the level use;  
"thespawnenthing" is the entity name from the models; and 
"3" is the conditioner to unload that entity with their assets and scripts just after the level ends
Every entity spawned included some panel entities must be included in the list with the conditioner, one by one.
I think I have the theory of it down. I wouldn't say mastered, I don't have an example to compare to. I did look, a lot, but everytime I paxplode a pak and dig into their data folder I just see one panel. So while I think I have it correct there's still some things I need to investigate. Even when I see more than one panel in the folder the text seems to always have just one panel. Which I don't understand tbh. Seems easier if I'm starting from scratch to make panels than a whole level all at once. Especially if there is a mirroring effect. I didn't look or notice one, but, a half panel mirrored for like mountains or some symmetrical shaped like that would mean you only have to produce a little bit of art to make a nice sized level with plenty of variety.

I've downloaded the teaching game, thanks a bunch for that heads up. I'll give it a whirl before I ask any questions about that stuff but given it deals in background and our goal is optimization I do have one question that I'm pretty sure the game won't answer.

Would it be unwise to attempt to cut the levels in half and make more levels out of them? Instead of level one going to two I could cut two in half and make level one go to the first half of my original level two for my new level two which would lead into the second half of the original level two for my new level three.

I'm leaning heavy toward that but if it's just going to make my levels shorter and be a bunch of work that means nothing I'll not.

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