November 20, 2017, 10:55:41 AM*

Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length
Advanced search  
Pages: 1 [2] 3 4 5 ... 9
Print
Author Topic: Genius Greedy Mouse (Released)  (Read 42098 times)
0 Members and 1 Guest are viewing this topic.
Flash
Administrator
Blue Gene Super Computer
**********
Offline Offline

Gender: Male
Posts: 13157



« Reply #30 on: August 08, 2011, 08:22:37 PM »

Looking great SF. (love the water idea)

One little idea that may be nice (if you can stretch a sprite by expanding horizontally around the centre), it would look cool if the mouse got fatter the more cheese it ate. lol.. (well, it would make people chuckle and make them want to get as much cheese as possible..)
Logged

Coding for the love of it!
spacefractal
RBP Team Member
Blue Gene Super Computer
*****
Offline Offline

Gender: Male
Posts: 4102



WWW
« Reply #31 on: August 08, 2011, 08:38:28 PM »

there is a limit in glbasic, when I use ROTOZOOMANIM: you can only zoom in in both horizontally and vertical axis, but not horizontally  alone.

Mightbeen I should use POLYVECTOR instead if that feature is added in (I do like that idea, that mouse is very greedy, hehe)? Here I need to do the rotate rutine my self, which I not sure how to do that, but I have seen someone added a function for that on the glbasic forum.......

I have talked to the artist about it, but that idea can cause practical problems due the graphics style of the mouse, since its not just to about strect a image. So not sure about it, but mightbeen its can been on the level complete screen.....
« Last Edit: August 08, 2011, 09:02:42 PM by spacefractal » Logged

The Musician for the RetroBytes Portal Projects.
Flash
Administrator
Blue Gene Super Computer
**********
Offline Offline

Gender: Male
Posts: 13157



« Reply #32 on: August 08, 2011, 09:18:06 PM »

Nah! Even if you used 5-6 frames to expand the belly section, I seriously think it would be a cool and fun little addition.
Logged

Coding for the love of it!
headkaze
Administrator
Blue Gene Super Computer
**********
Offline Offline

Gender: Male
Posts: 7806



« Reply #33 on: August 08, 2011, 09:59:19 PM »

I'm interested to see how it runs on iOS.
Logged
spacefractal
RBP Team Member
Blue Gene Super Computer
*****
Offline Offline

Gender: Male
Posts: 4102



WWW
« Reply #34 on: August 09, 2011, 05:23:39 AM »

I need to pay first, before I can build a iOS version. Yes I want to see the run soon on that.

the issue is the mouse would not been a pixelart, its pictureart.  So there is shadows as well light and so on. and also its require a lots of new frame, due the tail animation (not just 5-6 frames).

howover its mightbeen possible we separate tail and body, so we not run into animation limit in number of tiles. The animation is mostly just lie on tail......
Logged

The Musician for the RetroBytes Portal Projects.
spacefractal
RBP Team Member
Blue Gene Super Computer
*****
Offline Offline

Gender: Male
Posts: 4102



WWW
« Reply #35 on: August 09, 2011, 02:14:04 PM »

I just purchased a Enrollment.... of course it got some trouble due my long danish name, and also I have brought a mini-dvi to vga converter, which I hope can swap some things around my desktop, so I can use my Mac better (which have not been in use in long time, but require that very soon).

So its somewhere tomorrow anyway when I get that cable.
Logged

The Musician for the RetroBytes Portal Projects.
Flash
Administrator
Blue Gene Super Computer
**********
Offline Offline

Gender: Male
Posts: 13157



« Reply #36 on: August 09, 2011, 04:10:23 PM »

I'm sorry, but I still want a fat mouse. Lol
Logged

Coding for the love of it!
spacefractal
RBP Team Member
Blue Gene Super Computer
*****
Offline Offline

Gender: Male
Posts: 4102



WWW
« Reply #37 on: August 09, 2011, 05:32:47 PM »

he allready somewhere fat to start with Smiley, he-he. the problem is there is a lots of frames to take pictures of and also he need to place the mouse very precision due light.

I also only use rotate for mouse for smooth turning to a another direction, and not 360 degree rotate. This mean we create a image for each direction, which require some animations for that. This is simple due the white light on the picture elsewise would turn all the round in the rotation, which not look good (yes we cheat a little bit, since light rotate too, but its not notable at all, even with a full gradient from top to button).

So you can image this might require many many frames and not 5-6 of them......

But we looking in a possible fix, since its a great idea (I love that idea really). if we dont do that, then we do that on the medal screen, so you can see how fat the mouse have been that on that screen.

A possible fix is mightbeen separate the mouse into 3 "pieces" (head, body and tail)... Its the body images here its would been fat and then hence a lots of images can been saved. Howover the feet might scaled a little bit too, but its might not been a issue.

« Last Edit: August 09, 2011, 05:35:31 PM by spacefractal » Logged

The Musician for the RetroBytes Portal Projects.
spacefractal
RBP Team Member
Blue Gene Super Computer
*****
Offline Offline

Gender: Male
Posts: 4102



WWW
« Reply #38 on: August 09, 2011, 06:44:37 PM »

I have talked TempleTiger how we deal with fat and still max use 100 frames (so we can fit into a 1024x1024 texture).

We now use 3 pieces mouse:
16 frames to the head, 40 frames to the body (includning 2 torso sizes, and its mightbeen possible to blend or scaling one side between them for one or two more), and 44 frames to the tail.

eventuely death anim would might have own texture image because its not part of control. So that ok.

Logged

The Musician for the RetroBytes Portal Projects.
Flash
Administrator
Blue Gene Super Computer
**********
Offline Offline

Gender: Male
Posts: 13157



« Reply #39 on: August 09, 2011, 06:56:48 PM »

LOL...

Sounds great!
Logged

Coding for the love of it!
Sokurah
RBP Member
IBM PC
*****
Offline Offline

Gender: Male
Posts: 689



WWW
« Reply #40 on: August 09, 2011, 08:02:34 PM »

I just purchased a Enrollment....

What's enrolment? Did you purchase an Apple developer license?
Logged
spacefractal
RBP Team Member
Blue Gene Super Computer
*****
Offline Offline

Gender: Male
Posts: 4102



WWW
« Reply #41 on: August 09, 2011, 09:06:09 PM »

yes, but trouble with the crap activation..... hopefully sovled tomorrow.
Logged

The Musician for the RetroBytes Portal Projects.
spacefractal
RBP Team Member
Blue Gene Super Computer
*****
Offline Offline

Gender: Male
Posts: 4102



WWW
« Reply #42 on: August 10, 2011, 03:17:33 PM »

by now I just using 2 stages of fat: normal and fat of course. When you have taken around 90% of the food on a level, your mouse would been fat Smiley.

This mean its a bit harder to get a fat mouse on a level  Smiley Smiley Smiley
Logged

The Musician for the RetroBytes Portal Projects.
spacefractal
RBP Team Member
Blue Gene Super Computer
*****
Offline Offline

Gender: Male
Posts: 4102



WWW
« Reply #43 on: August 12, 2011, 03:40:31 PM »

finally! just tested on my iPhone 3gs and got it to work:


- Yes the fps fall around to 20-25 (I guess the 18 is due the snapshot animation), but here I did zoom completly out, which take some fps, due all those shadows, scaling and draws.. but its was still playable, due this game is a turnbased game. I guess even wih 16fps, its playable, due the game nature.
- In standard zoom, its ran 30fps (which I have capped it to here).
- The slide controllen we tested on Android, its works nice to iPhone as well, so its a control we keep.
- Some tiles from x100 is missing here (due its shown x50 tiles)
- Not sure how its run on older devices, howover I might need to remove shadow details on thoses to get it playable (there is 3 shadow details: full, simple and none).
« Last Edit: August 12, 2011, 03:42:04 PM by spacefractal » Logged

The Musician for the RetroBytes Portal Projects.
headkaze
Administrator
Blue Gene Super Computer
**********
Offline Offline

Gender: Male
Posts: 7806



« Reply #44 on: August 13, 2011, 02:44:34 AM »

Why not just have an extra set of tiles for the shadows rather than overlay them?
Logged
spacefractal
RBP Team Member
Blue Gene Super Computer
*****
Offline Offline

Gender: Male
Posts: 4102



WWW
« Reply #45 on: August 13, 2011, 07:11:46 AM »

I allready do that.

Its mouse, icons, font and map that have own draw.

In normal gameplay with default zoom is not that problem.

We have a test level which use tracks on over half of levels, it's mostly them that took very much fps,  due they use a lots of shadow tiles.

Hence I added "simple" shadow feature to reduce some them (and also dirt is under wall too for reduce more shadow draw). Simple shadow still look nice.
Logged

The Musician for the RetroBytes Portal Projects.
spacefractal
RBP Team Member
Blue Gene Super Computer
*****
Offline Offline

Gender: Male
Posts: 4102



WWW
« Reply #46 on: August 23, 2011, 11:13:24 AM »

I want to have some help to test how this game perform of various devices. I not sure I should do full shadows on 2g and lower, but for now its using anything enabled for test. SO I interesed how it works on iPad as well iPhone 4 as most important devices.

So here is the first very early alpha performance test:
[LINK REMOVED] (Android, v2.2+)
[LINK REMOVED] (iOS, also included mobileprovisions for all Bens, Lobo, Soren as well Micheal devices found from HeadSoft provisions portal).

I have included some timers in this version, so I can check how long time it take to perform various task (in MS).

P is the Paint() in ms, U is the Update() in PS, S how long time SHOWSCREEN take, C is how long time ti take for read the tile (rotation), and F is for FPS.  FPS is fixed to 25 for Android and 30 for iOS for now. iPad 2 should have 60 fps of course, but not done that yet.

Howover of course when you zoom out/in (which dont use multi touch yet, which nothing du, because I want to play on a single touchscreen devices as well). Nice to see the timers for complete zoom out (which its ok if fps fall here), and zoom in.

PS. Of course there is placeholder graphics most places, but the test version give you idea how the game is about (even its still soo early, and there is +- issue with pause screen in portrait mode, i know).

PPS. Its SOOOO much easier to install on Android without appstore, which is a pain for iOS. all needed to install was via its Dropbox app.
« Last Edit: March 11, 2012, 07:38:34 PM by spacefractal » Logged

The Musician for the RetroBytes Portal Projects.
Sokurah
RBP Member
IBM PC
*****
Offline Offline

Gender: Male
Posts: 689



WWW
« Reply #47 on: August 23, 2011, 10:13:54 PM »

What do I do to try it out?
Logged
spacefractal
RBP Team Member
Blue Gene Super Computer
*****
Offline Offline

Gender: Male
Posts: 4102



WWW
« Reply #48 on: August 24, 2011, 04:50:59 AM »

Did you installer it? Should works from iOS or android links. The game use slide to move your move.

The mouse run Button do the mouse countinue to run in that direction "to save slides".

Howover I added 4 onscreen timers I want to see what they say on various devices in ingame standard zoom and with cammode.


Ps. Install for iOS should been the same as with jungool (and used UDID number I found from the HeadSoft team).
« Last Edit: August 24, 2011, 01:29:26 PM by spacefractal » Logged

The Musician for the RetroBytes Portal Projects.
headkaze
Administrator
Blue Gene Super Computer
**********
Offline Offline

Gender: Male
Posts: 7806



« Reply #49 on: August 24, 2011, 04:09:47 PM »

I installed the GreedyMouse_hoc.mobileprovision and it's on my iPod 4 but when I try to install GreedyMouse it says "The app "GreedyMouse" was not installed on the iPod "Ben's iPod" because the entitlements are not valid".

I can't remember but was there some other file or something needed?
Logged
spacefractal
RBP Team Member
Blue Gene Super Computer
*****
Offline Offline

Gender: Male
Posts: 4102



WWW
« Reply #50 on: August 24, 2011, 04:42:15 PM »

its was a file i added, I try to remove that, its might not been needed as I throught it was. I recompile soon.

Or its is some other I should look after on Xcode? I might forget something.
« Last Edit: August 24, 2011, 04:46:41 PM by spacefractal » Logged

The Musician for the RetroBytes Portal Projects.
spacefractal
RBP Team Member
Blue Gene Super Computer
*****
Offline Offline

Gender: Male
Posts: 4102



WWW
« Reply #51 on: August 24, 2011, 05:13:56 PM »

I try again:
[LINK REMOVED] (just updated on this edit)
[LINK REMOVED] (in cause above still not work, I read its could because release not work, but need set to debug version).
[LINK REMOVED]

PS. Few some bugs is fixed, and also added the clay cheeses to eat.

PPS. The code content is no more needed. so removed that to clean post for the link.
« Last Edit: March 11, 2012, 07:38:59 PM by spacefractal » Logged

The Musician for the RetroBytes Portal Projects.
spacefractal
RBP Team Member
Blue Gene Super Computer
*****
Offline Offline

Gender: Male
Posts: 4102



WWW
« Reply #52 on: August 25, 2011, 11:17:23 AM »

I did have same trouble when I tried to install it via iTunes on PC and not via xCode.

After i recreated the xcode project I seen I finally got it to work (its pretty annoyring signing system Apple have made) and got it installed via iTunes and not from Dev mac.

I change the above links and also should now works (just after I wrote this).

So I hope to get some performent feedback.

PS. I deleted the post which I screwed Apples signing system, which is all other than easy (and I still not like it).

PPs. There is sneaked a bug where its use 2048x2048 texture in the small resolution, which is should not (due older devices). I fix that in next update.
« Last Edit: August 25, 2011, 01:37:56 PM by spacefractal » Logged

The Musician for the RetroBytes Portal Projects.
headkaze
Administrator
Blue Gene Super Computer
**********
Offline Offline

Gender: Male
Posts: 7806



« Reply #53 on: August 25, 2011, 10:50:16 PM »

It's working now (you can use the Release build fine BTW).

So anyway I think the game is great. I tested it on the iPod 4G and it looks great with the HD graphics on the retina display. I will test it on the iPhone 3G when you get an SD version with 1k texture support.

I really like it. It reminds me of Boulderdash which is one of my all time favourite games.
Logged
Flash
Administrator
Blue Gene Super Computer
**********
Offline Offline

Gender: Male
Posts: 13157



« Reply #54 on: August 25, 2011, 11:01:02 PM »

I promise to have a look soon SF. I will give you the timing data as well (though this will be iphone4 as lost 3g somewhere)
Logged

Coding for the love of it!
spacefractal
RBP Team Member
Blue Gene Super Computer
*****
Offline Offline

Gender: Male
Posts: 4102



WWW
« Reply #55 on: August 26, 2011, 04:19:34 AM »

It's just a stupid error around 2048 bug. What Did the timers said with standard and complete zoom out? There is 4 ms timers. Nice to hear it's run fine. When went home, I update again.

Hehe yes it's fell boulderdash, but was more inspirated from the "xor" on Amiga which was turn based instead of realtime. So it's a twist :-)

Ps. Thanks for the feedback
« Last Edit: August 26, 2011, 04:31:53 AM by spacefractal » Logged

The Musician for the RetroBytes Portal Projects.
spacefractal
RBP Team Member
Blue Gene Super Computer
*****
Offline Offline

Gender: Male
Posts: 4102



WWW
« Reply #56 on: August 26, 2011, 01:32:29 PM »

just updated and 1024k support should work now.

Also Greedy Mouse might crash due startup, which I guess is a savegame issue or somewere, but its should only do once.

Links is now allways in the first post (so I not need to links contantly).
Logged

The Musician for the RetroBytes Portal Projects.
spacefractal
RBP Team Member
Blue Gene Super Computer
*****
Offline Offline

Gender: Male
Posts: 4102



WWW
« Reply #57 on: August 26, 2011, 08:25:01 PM »

updated again... some reason, timers was missing. they are now bottom on the screen, so they are not annoyring to look that with the gameplay.

Here just some fun bugs found under dev:


Shadow here? I moved the box (there should not have been shadow under box at all


The Mouse just eat both cheeses AND track.


Shadow from balls/bombs did not removed
« Last Edit: August 26, 2011, 08:26:45 PM by spacefractal » Logged

The Musician for the RetroBytes Portal Projects.
Flash
Administrator
Blue Gene Super Computer
**********
Offline Offline

Gender: Male
Posts: 13157



« Reply #58 on: August 26, 2011, 08:29:35 PM »

I love the Mouse eating the tracks.. lol..
Logged

Coding for the love of it!
Sokurah
RBP Member
IBM PC
*****
Offline Offline

Gender: Male
Posts: 689



WWW
« Reply #59 on: August 26, 2011, 09:50:33 PM »

Sorry, but I have NO idea how to get this into my iPhone. I can't see it it anywhere in iTunes.
Logged
Pages: 1 [2] 3 4 5 ... 9
Print
Jump to: