Author Topic: [BETA] Bust-A-Move  (Read 39974 times)

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Offline Eiyeron

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Re: [BETA] Bust-A-Move
« Reply #30 on: August 07, 2012, 02:49:21 am »
I wonder why it has disappeared and came back...

Offline Eiyeron

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Re: [BETA] Bust-A-Move
« Reply #31 on: August 30, 2012, 12:50:32 pm »
Update! : Now it includes the other backgrounds!

Offline flyingfisch

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Re: [BETA] Bust-A-Move
« Reply #32 on: August 30, 2012, 01:17:22 pm »
how do you change backgrounds?



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Offline Hayleia

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Re: [BETA] Bust-A-Move
« Reply #33 on: August 30, 2012, 02:10:36 pm »
Great to see updates, I am trying this ASAP :D
I own: 83+ ; 84+SE ; 76.fr ; CX CAS ; Prizm ; 84+CSE
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Offline Eiyeron

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Re: [BETA] Bust-A-Move
« Reply #34 on: August 30, 2012, 02:47:49 pm »
Every 3 three levels, the backgrounds changes!
Sorry for not animating BG n°9, "I could" do it, but that would make bigger than ever, and I don't know how supporting it's acceleration.

Offline helder7

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Re: [BETA] Bust-A-Move
« Reply #35 on: August 30, 2012, 03:16:49 pm »
The game is very good, Eiyeron!

Offline Eiyeron

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Re: [BETA] Bust-A-Move
« Reply #36 on: August 30, 2012, 03:17:29 pm »
* Eiyeron lost very good

Offline Eiyeron

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Re: [BETA] Bust-A-Move
« Reply #37 on: July 29, 2013, 11:45:56 am »
Almost a year without updates...

So, I don't really don't remeber how much the game changed, but here is a little list of what I remember:

- Added Lil' 2nd Bub with his wheel, he will turn your launcher only for you!
- Added Bonus screen. With time elapsed.
- Fixed the bubble shake animations.
- Big refactor: functions/var/object rename, began editiong the game to be based on a game structure.
- Git based source base. (If you want to see the source's versions.)
- The Game.

Offline Streetwalrus

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Re: [BETA] Bust-A-Move
« Reply #38 on: July 29, 2013, 12:11:44 pm »
Hmmm...
* Streetwalker lost
Anyway looks nice, I've gotta try it when I have my Nspire back (parents ftw <_<).

Offline Hayleia

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Re: [BETA] Bust-A-Move
« Reply #39 on: July 29, 2013, 01:05:29 pm »
I've gotta try it when I have my Nspire back (parents ftw <_<).
But this is for the Prizm ???

Anyway, great work Eiyeron ! Nice to see a necropost an update !
And welcome back to Omnimaga by the way.
I own: 83+ ; 84+SE ; 76.fr ; CX CAS ; Prizm ; 84+CSE
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Offline Streetwalrus

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Re: [BETA] Bust-A-Move
« Reply #40 on: July 29, 2013, 02:08:14 pm »
I've gotta try it when I have my Nspire back (parents ftw <_<).
But this is for the Prizm ???
x.x I really should read. I saw a color game so it instantly made me think Nspire CX since there are few PRIZM projects on Omni. <_<

Offline DJ Omnimaga

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Re: [BETA] Bust-A-Move
« Reply #41 on: August 01, 2013, 11:24:04 pm »
Awesome to see you again. I thought you quitted calcs since you didn't post on Planète-Casio for almost a year until recently. Also glad to see a new game update :D

Offline Eiyeron

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Re: [BETA] Bust-A-Move
« Reply #42 on: August 05, 2013, 04:59:51 pm »
Yup. Finally I'm not bored of calcs yet. I even bought a 84+! (But I worry a lot of it's Flash memory)

These last updates, the thing the most time-eater was implementing graphics. I needed to take the sprites and align them... And you can see that there is a lot of sprites. A lot. A big lot of Backgrounds (10+ title screen), 12 for the launcher core, 2 for the top gear, 8 now for the Bub with the wheel, 4 now for the Blowing Bub, only 8*2 for the bubbles at the moment, and I don't count the font.

I'm quite proud of it today. I cleaned a lot the code, and I tend to prone game states and code modularisation. I thinking about making a GitHub repo in the next days alongside with the next update (add the whole pushers in the game)

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Re: [BETA] Bust-A-Move
« Reply #43 on: August 15, 2013, 12:57:51 am »
By Flash memory do you mean it seems defective or due to the low amount of it? Most games are under 100 KB large.

Anyway glad to see updates :)

Offline Eiyeron

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Re: [BETA] Bust-A-Move
« Reply #44 on: August 15, 2013, 01:10:29 am »
(On my previous 84+, the flash was damaged a lot)

Adding pushers is harder than just adding font or else, I have to lose the arcadre game to capture the pusher at its most adavanced position, edit it a bit, and convert it. I have to do this 10 times because the 30 levels are separzted in 10 decorations...