Search found 16 matches

by rjm
Mon Sep 24, 2012 6:32 pm
Forum: Games: Remakes
Topic: Jewel Rush - quasi-Boulder Dash clone
Replies: 19
Views: 112675

How is your implementation of the scrolling? Are you using a timebased movement or delay values? A timebased movement is the better choice! The implementation is not very complicated: Scrolling starts when the player gets close to the screen border and ends, when the player is "centered" ...
by rjm
Mon Sep 24, 2012 4:32 pm
Forum: Games: Remakes
Topic: Jewel Rush - quasi-Boulder Dash clone
Replies: 19
Views: 112675

Your game is really nice! Only one thing: Could you please use softscrolling and only scroll the playfield as soon as the player is nearing a border? The scrolling you are using now is really hurting my eyes! ;) Thanks for the feedback! If by softscrolling you mean smooth scrolling, then yes, this ...
by rjm
Sun Sep 23, 2012 3:31 pm
Forum: Games: Remakes
Topic: Jewel Rush - quasi-Boulder Dash clone
Replies: 19
Views: 112675

Posted a new build... as usual currently it doesn't really include any changes to the game, but rather the engine. This time it fixes problems with textures not loading correctly on certain OpenGL implementations (my XP VM for example!) Thanks to Piotr, I've also replaced most sounds in the game wit...
by rjm
Sun Aug 12, 2012 10:20 am
Forum: Games: Remakes
Topic: Jewel Rush - quasi-Boulder Dash clone
Replies: 19
Views: 112675

Posted an update to Jewel Rush today. No game play changes as such, I added a couple of BDCFF types I came across in a test level, and added support for generating mazes. Smooth scrolling is implemented but is too unstable to enable by default, sometimes it's perfect and sometimes it goes nuts and j...
by rjm
Sun May 06, 2012 12:40 pm
Forum: Games: Remakes
Topic: Jewel Rush - quasi-Boulder Dash clone
Replies: 19
Views: 112675

Updated the build with the fixes for the predictive randomization as discussed above and somewhat better timings for the different game scheduling options. I also added mouse support for menus and support for per tile animations independent of tile type allowing the diamond birth sequence to be used...
by rjm
Sat Apr 28, 2012 3:18 pm
Forum: Games: Remakes
Topic: Jewel Rush - quasi-Boulder Dash clone
Replies: 19
Views: 112675

Subotai, Wow... what can I say. Now my implementation of BD2 Cave E mirrors the falling of C64/Atari video's on you tube. The seed values you provided in conjunction with the "slime permeability and BDCFF" topic gave the answer of where I was going wrong. In the first case, where a default...
by rjm
Sat Apr 28, 2012 10:24 am
Forum: Games: Remakes
Topic: Jewel Rush - quasi-Boulder Dash clone
Replies: 19
Views: 112675

Thanks for the feedback! Lack of .NET can't be helped, but as version 3.5 is generally preinstalled on all modern Windows O/S then I should probably compile against that instead of 4 as I'm not actually using any functionality of 4. But there will always be that dependency, C# is my language of choi...
by rjm
Fri Apr 27, 2012 5:41 pm
Forum: Games: Remakes
Topic: Jewel Rush - quasi-Boulder Dash clone
Replies: 19
Views: 112675

Posted a new (delayed!) update which adds support for gamepads/joysticks. Probably going to pause development on the game itself to tinker with the engine... the lack of smooth scrolling is becoming quite an annoyance (which is also something I noticed with your game Peter) and probably look at colo...
by rjm
Sat Apr 07, 2012 9:52 am
Forum: Games: Remakes
Topic: Jewel Rush - quasi-Boulder Dash clone
Replies: 19
Views: 112675

I had thought about it on several occasions actually, because they all look a bit bland with the same tile repeated all the time on each level. But it'll end up as one of those "rainy day" options probably. At the moment my engine only supports recolouring as a single value, not the multip...
by rjm
Sat Apr 07, 2012 7:53 am
Forum: Games: Remakes
Topic: Jewel Rush - quasi-Boulder Dash clone
Replies: 19
Views: 112675

Hello, Thanks for the bug report. It seems to be an internationalization issue, I didn't think to test this on non-English locales. I changed my XP VM to Polish and confirmed the crash. I'll get this fixed and a new build uploaded today, but until then there's a simple workaround. If you open up gam...
by rjm
Fri Apr 06, 2012 12:54 pm
Forum: Games: Remakes
Topic: Jewel Rush - quasi-Boulder Dash clone
Replies: 19
Views: 112675

Jewel Rush - quasi-Boulder Dash clone

Hello, Over 3 years after starting this project I've finally managed to get together enough time (and to stop rewriting the game engine every other week!) to finish an approximation of a game; which I've very imaginatively titled "Jewel Rush". As far as an actual game goes, I'm quite pleas...
by rjm
Tue Apr 07, 2009 4:38 pm
Forum: Tools, Fanstuff
Topic: Random filling a map in C#
Replies: 8
Views: 48131

Congratulations! :D And when you've finished your remake, please release it for us to try! ;) It'll be a while yet - currently all the elements are in place and working but some bits need more polish :) Plus it's currently only in GDI, next task is to learn DirectX and have the engine run in that. ...
by rjm
Sun Apr 05, 2009 7:07 pm
Forum: Tools, Fanstuff
Topic: Random filling a map in C#
Replies: 8
Views: 48131

Arno, Well, it took less than than I thought - I'm not sure if my logic is entirely correct in regards to the > but... it works! Now the object coded bdcff maps I'm loading precisely match your screenshots :) Thanks very much for your help - I'm pretty pleased, as the implementation I had come up wi...
by rjm
Sun Apr 05, 2009 6:42 pm
Forum: Tools, Fanstuff
Topic: Random filling a map in C#
Replies: 8
Views: 48131

Arno, Thanks for posting this. It's almost identical to C# syntax (the only difference so far is you say "*RandSeed1" and I say "ref RandSeed1") and so very readable. Predictably, the problems are in the operator usage and casting in the NextRandom function which should keep me b...
by rjm
Sat Apr 04, 2009 4:08 pm
Forum: Tools, Fanstuff
Topic: Random filling a map in C#
Replies: 8
Views: 48131

Arno, Thanks for the response. I haven't found the code you refer to, unless I've missed it in the various pages I've been looking in, so if you can link it then that would be a great help. I used C quite a few years back so although I'm not even remotely competent in it, I can more or less read it....