This is Bananattack.

My Big Throbbing Love Organ

Posted by Overkill on February 24, 2008 at 2:21 am under Uncategorized

Yeah, that’s right, I drew a cutesy heart icon. Why, what did you think the title was referring to? Sicko.

Using it, I added a animating health meter to Resonance!

Get it here.

I’m not sure if this is this the sort of health gauge I’m going to stay with, just need something for now. I might switch to a percentage-style meter system which Megaman, Cave Story, Kirby Superstar, Castlevania, and a ton of games use. It’s a little more nice than a tick-style system, in that you get in-between health amounts, but slightly less fun to look at, because there’s less artistic representation usually with these sorts of gauges. Then there’s Metroid, which has several energy tanks and an active tank which has a health rating out of 100 (plus reserve tank which effectively doubles the tanks you get).

Oh, and then I need to think! How will underwater breathing work? Lots of games just let you breathe without penalty (NES/SNES age Marios on levels where water isn’t a deathtrap, Metroid, Kirby), or somehow keep you from going in water until you get a proper ability (Link to the Past), or keep you from going underwater but you can still swim until you get an ability (Aria of Sorrow). Then there’s Ocarina of Time, which had it so you’d just float back up after 3 seconds of diving (unless you get stuck underneath something, then I think you got hit with damage until you surface). Then there’s lots of games where you have limited air supply and start taking damage after air supply runs out. Cave Story took this too far, and just had you die instantly after about 15 seconds (100 air) elapsed without surfacing, which I didn’t like. Then I remember Mario 64 (and Sunshine, and maybe Galaxy, too?) had this wacked out health system for breathing underwater that overlayed your current health. Oh, the dilemma of water handling in video games!

Moving on, you can take a deep breath again, I find thinking about water levels a lot affects my breathing slightly!

I recently cleaned up a lot of unused files, and renamed the ‘chr’ folder to ‘sprites’, because none of the sprites use Verge’s CHR system (instead they use Mungo, a simple associative data language!). I might eventually move all my resource files into a folder called ‘resources’ or ‘res’, just to tidy up things and give my data a bit more hierarchy!

Oh, and I renamed my ‘v3′ namespace to ‘vx’ after Kildorf and I decided to rename the ‘LuaVergeRaw’ (internal v3 binding) package to ‘v3′, which was a better name. vx stands for Verge eXtension!

Since I don’t know how much I mentioned it before, vx is a slightly object-oriented approach to wrapping the v3 library, addressing some personal gripes with the classic library and making it nicer to compose with OOP. Kildorf seems to be doing the same thing, but I’ve did it first! I made my library before anyone actually knew LuaVerge existed! Zeromus and I meant it to be the official middleware wrapper to LuaVerge, but unfortunately there were a few things holding it back, and I’ve since decided that the ‘classic’ verge library should still be accessible to those that aren’t comfortable adapting to a new API.

Nonetheless, vx is kickass. Some people might appreciate its slight similarity to ika’s library, but it’s nicer to use in some aspects. For instance, a vx.Image is more powerful than ika.Image and ika.Canvas combined (in terms of how easily it can be manipulated — not so much render speed sadly). I think this could definitely be useful for those ika users who are on the fence but like Lua. Additionally, it can be intermixed nicely with the raw, classic bindings of Verge3 (which are also pretty solid) when this alternative API seems to be too much of a stretch. So if you were interested in LuaVerge, but wanted an alternative library that caters to your Lua script-kiddie OOP-seasoned mind, you might want to use vx! If you have questions about using this library, feel free to post on the regular Verge help forums, since I endorse this, and I want to make a usable game making interface.

I would NOT, however, recommend jumping to a new language midproject. If you’re actually getting somewhere using VergeC, why waste more time to learn a new language, and then rewrite your code? LuaVerge is certainly easier to pick up than VergeC, if you’re starting something NEW though!

Oh yeah, and I have an SVN for Resonance now, for those that are interested: (username: anonymous password: anonymous). The latest version of vx is always included in this SVN (for now, and hopefully forever). And here’s the vx documentation for those who want to see: (once again, you’ll need that SVN password). (Update: Things changed a bit. Please see for the latest information about vx!)

In other news, Thrasher, the metric unit for failure, has returned. Now I’ll have somebody else to make fun of again!

Now I depart. Look forward to more meaningful progress again on Resonance soon!



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A Ghastly Green Gruedorf Machine

Posted by Overkill on February 2, 2008 at 9:59 pm under Uncategorized

I lost Gruedorf again. Twice more. But I’m still alive, and want to continue work on Resonance! I’ve just finished a map, with lots of grass in it! Man, it was a pain in the ass to plot all those grass tiles down, but it’s done, it’s behind me! Eventually I’ll update it to look less visually bland by adding decorations to overlay the grass, maybe making a parallax scrolling background, and actually having fun things to do and things to shoot.

Get it here.

In this release, I also added in a small amount of interaction with beacons, so you have to find and turn on/off beacons to use/not use them by pressing Up on the keyboard. Z still shoots things, you just need to activate the fusion pistol beacon first. Sometime I’ll add new beacons besides just the map beacon and the fusion pistol thing and things will be more exciting and enjoyable for everybody!

Anyway, that’s about it for now. Enjoy, and hopefully I won’t fail next week, and I’ll see you by then. Later!

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