DIV ARENA FORUMS

Divtris Divtetris or something like that.... i hope...

Vortigano - 8-12-2017 at 02:12 PM

I'm working on this little "monster".


DIVTRIS_TETRIS_V0_2.png - 25kB

Attachment: DIVTRIS_TETRIS_V0_2.zip (1.1MB)
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Vortigano - 10-12-2017 at 03:49 AM

[r/l ctrl] rotate clockwise.
arrowkeys controls the active pieces.

Attachment: DIVTRIS_TETRIS_V0_3.zip (1.1MB)
This file has been downloaded 879 times


RKSoft - 10-12-2017 at 02:07 PM

Great work. It plays really well. :)
But, why use left and right ctrl to rotate? Do you have such big hands? ^^
Please update the gfx and change the rotate key.

Vortigano - 10-12-2017 at 11:07 PM

Quote: Originally posted by RKSoft  
Great work. It plays really well. :)
But, why use left and right ctrl to rotate? Do you have such big hands? ^^
Please update the gfx and change the rotate key.


Thanks, it's a wip. I use left /right ctrl because the right one is close to the arrows keys so i can test more faster the code (left and right control returns the same code) ... I left the graphs at background because i was more concentrated on programming the "core", and third the div graphic editor's still has some bugs and i don't have time to make a report about it. Also i'm not a good pixel artist (i've tried some graphics for the tiles made on div3/div2 editor, but i didnt like them), so i'll take my time. The viborita's game i made a few days ago is past time.

[Edited on 11-12-2017 by Vortigano]

RKSoft - 11-12-2017 at 12:44 PM

Sorry, i didn't notice that this is the WIP category. I thought it was a final, my fail ^^.
Btw. the graphics, when your code is ready why not make gfx in Windows with a paint program, save as 256 color bitmap and import that gfx into DIV? I do the same. ;)
But, keep up the great work.:thumbup:

Vortigano - 11-12-2017 at 05:36 PM

i've had some problems coding about collisions, because i wasn't realise how to make rotations at the side of the walls without pierce it :/ but today i solved the problem like in the original tetris game. Writing some little functions simplifies me the code comprehension.
About graphics, i'll try using usenti.
http://www.coranac.com/projects/usenti/

Vortigano - 11-12-2017 at 05:38 PM

Quote: Originally posted by RKSoft  
Sorry, i didn't notice that this is the WIP category. I thought it was a final, my fail ^^.
Btw. the graphics, when your code is ready why not make gfx in Windows with a paint program, save as 256 color bitmap and import that gfx into DIV? I do the same. ;)
But, keep up the great work.:thumbup:


Your JumpMan-Tutorial graphics are cool.

RKSoft - 12-12-2017 at 03:41 PM

You can use the NES graphics that looking nice. ^^
How did you solve the collisions problem? I think you did not use the collision command.
Thanks, the jumpman tiles made by BlackSquirrel from the mfgg.net Mario Fan Game Galaxy Network. The player sprite was made by me.

So, keep up your work on DIV and report news about it, please. I like your game and it would be nice when it will be release for raspberry pi linux, too.

RKSoft - 13-12-2017 at 01:55 PM

Plays very well, but you didn't change the rotate buttons to z,x. Its the left/right ctrl again ;). And, both are rotating to the same angle.
When you change the rotate buttons, please don't use z because on other language the z key is on y (english keyboard).

Vortigano - 13-12-2017 at 06:25 PM

Oh, im sorry, i uploaded the wrong build (yesterday i was too tired).......... that was the v0.3.... the new build is this v0.5 .
i deleted the last wrong link, this is the correct one

To solve the problem about collisions i used the concept of pacoman's game from Daniel Navarro.
Here's a my last divtris build.
z/x to rotate
arrow keys like the classic nes games.
All graphics made by me using usenti, everybody are free to use them (y).
Don't worry about the missing tiles when delete lines, it's my fail (i left something between "/* */")

DIVTRIS05.png - 21kB DIVTRIS05(2).png - 9kB

Attachment: DIVTRIS_V0_5.zip (1.1MB)
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[Edited on 13-12-2017 by Vortigano]

Vortigano - 13-12-2017 at 06:44 PM

Quote: Originally posted by RKSoft  
Plays very well, but you didn't change the rotate buttons to z,x. Its the left/right ctrl again ;). And, both are rotating to the same angle.
When you change the rotate buttons, please don't use z because on other language the z key is on y (english keyboard).


Do you mean this with the keys z x?
https://en.wikipedia.org/wiki/QWERTZ

Should i try the control in WASD, and use rotation in Q / E?

RKSoft - 14-12-2017 at 03:34 PM

So, i tested 0.5 and it works well. Z/X works (it is Y/X on my keyboard), so you will not need change this. Great! The gfx bug with missing tiles, ok. The darker first 2 rows is a cool feature and looking good. :)

[Edited on 14-12-2017 by RKSoft]

Vortigano - 15-12-2017 at 08:55 PM

Thks!! there are too many things to do but this is great ... now i'm thinking about the score and level system, and i must create some fnt files.
0.6 allows to PAUSE pressing the [P] button, the screen is clean of flags (except for mouse xy and fps), tiles don't lose graphs when relocate, random start piece...

Attachment: DIVTRIS_V0_6.zip (1.1MB)
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Vortigano - 15-12-2017 at 09:12 PM

There's a bug when clear line 4 or 5... a silly bug :P i'll fix it at later version.

RKSoft - 16-12-2017 at 03:11 PM

Amazing, absolut amazing. Since your first release i played every version min. 5 minutes and the last release over 10. Now, a score and bonus system will be great. At last thing, a background graphic and you have a complete tetris like game.

And, a preview of the next tile will be great!

Do you plan a level system like the original?

Bugs? I found no bugs. Okay, i did not get to last top lines 4...5. ^^

[Edited on 16-12-2017 by RKSoft]

Vortigano - 17-12-2017 at 12:27 PM

New green tiles for walls, "next" window (the "next piece" info/field exists since ver 0.1, now is visible), status game messages. Statistics under nextwindow, i want to do something like a boost power when charge some type of piece, i don't know. The right side it's a misterious by now... The statistics's bar rainbow colours are primitive drawings.


divtris_v0_07.png - 34kB

RKSoft - 17-12-2017 at 12:46 PM

Looking good. Center the playfield and put an image behind it. ;)

Vortigano - 17-12-2017 at 06:21 PM

Yes, that's a good idea thks. I was playing with the c_modes :) , m8 and m7... but i don't see a good reason to try them. A scroll background would be good, i don't know.

CicTec - 18-12-2017 at 11:48 AM

Hello Vortigano,

Nice game, keep it up.

Vortigano - 20-12-2017 at 04:51 AM

Thx, I can keep going due to your latest div's fixes.. (y)

CicTec - 20-12-2017 at 11:46 AM

Thx, I am pleased that the version is stable and usable.

Vortigano - 2-1-2018 at 01:58 AM

Happy new year!!! I have been learning 3D modeling using anim8or. I have created the images of the elemental pieces that appears in the background. I found difficult to handle the palette of 256 colors. I do not know neither about modeling and rendering, nor about exporting rendering using palettes of 256 colors for now.
Div doesnt have an "input text" function like other languages, if I'm not mistaken, then I "improvised" one to save the player's name.
You have to collect all the keys, then they will fall into a portal to level up.
To collect all the keys you must load all the power bars.
The charge is better when the player is near to lose(+ risk + reward).
Bonus points by level
When you level up, the placed pieces change their colors.


1.png - 37kB 2.png - 33kB 3.png - 32kB 4.png - 9kB 5.png - 11kB 6.png - 33kB 7.png - 32kB

[Edited on 2-1-2018 by Vortigano]

RKSoft - 2-1-2018 at 01:32 PM

That looks amazing! Where is the download? ^^

Vortigano - 5-1-2018 at 12:53 AM

it's coming soon. :)

BreadCaster - 5-1-2018 at 07:05 PM

this looks really awesome Vortigano!! Will thare b an english language version as well as a spanish version? :D

also yes working with 256 colors is hard T_T

Vortigano - 7-1-2018 at 02:15 PM

thx, ^_^ I think adding some language files would be nice, but I'm a bit stuck with drawings. I'm trying to make an enjoyable game to pass the time.

Vortigano - 13-2-2018 at 01:12 PM

This is the project for now. I have removed the font files, I prefer to make letter by letter as if they were sprites. In the same way as the undulating start text. The glitch of the blue key happens because div mistakes the colors when importing the graphics of the key, so then I have to do some program that repairs the colors of all the graphics of the blue key :P . The same thing had happened to me when I imported the graphics of the 3D blue piece. They are modeled and rendered in anim8or.
The name editor for maximum score is old, I have a better version that I have not yet implemented (I have it in my draft notes but it works).
ArrowKeys or A-S-D to move, z-x to rotate. P to pause. Alt+x to exit, Q+W to clear hiscore file (it only works in the first screen and it's for testing porpouses). Some tutorial is missing for new players, a demo mode is missing, the possibility of configuring the keys is missing, the possibility of changing language is missing, sound effects are missing, music is missing, a background image is missing, the seed of generation of random pieces is fixed because I was making some attempts that the pc play alone (and do not lose XD). It is a lot of work that needs to be done ... creating the graphics has been the most complicated thing for me. I hope to improve it step by step :)
There is a ghost infiltrated in the program, it should not be there, I forgot to remove it.

Attachment: divtris-2018-02-11.rar (1.7MB)
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RKSoft - 14-2-2018 at 01:04 PM

Woah, that's really great. I finished the first stage. It makes me addicted. Great work!!! :thumbup:

Vortigano - 14-2-2018 at 02:04 PM

Thank you very much.

Vortigano - 16-2-2018 at 10:27 PM

My last two prg files have been corrupted (divtris and one that generates prime numbers), due to an electric-power failure :'( . Some things that have been seen in the latest version may change a bit. Reminder: to make regular backups.

RKSoft - 17-2-2018 at 02:36 PM

Bad, but i hope you learned something ;) Make backups when you do big changes in your code. I hope you can replicate it.

Vortigano - 18-2-2018 at 01:17 PM

I have overcome the problem by rewriting the code, if I had lost the graphics it would have been worse. Now I am programming the menu system.

Vortigano - 20-2-2018 at 01:00 PM

Hi, i have made the new installation files, but the exe runs very slow... i'm using FILE0 as a dinamic clipboard loading and reloading fpg to make my text effects. The problem is that when i run the program on the ide it runs ok (i think that it's ok because the files aren't packed), but when i make the installation and the files get packed i think that loading, unloading and reloading the fpg files in the FILE0 bank slows down my program. I have tested the program in Gemix without any modifications, and it runs very well. I would like that div could let us to chose if we want to pack the resource files or not to. :(
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Hola, he creado los nuevos archivos de instalación, pero el exe funciona muy lento ... estoy usando FILE0 como un portapapeles dinámico que carga y recarga fpg para hacer mis efectos de texto. El problema es que cuando ejecuto el programa en el ide, funciona bien (creo que está bien porque los archivos no están empaquetados), pero cuando hago la instalación y los archivos se empacan, creo que cargar, descargar y volver a cargar los archivos fpg en el banco FILE0 ralentiza mi programa. He probado el programa en Gemix sin ninguna modificación, y funciona muy bien. Me gustaría que Div nos permitiera elegir si deseamos empacar los archivos de recursos o no :(

Vortigano - 20-2-2018 at 01:10 PM

With the last nightlybuild neither the installation files works. My only weapon is the last cictec update.

CicTec - 20-2-2018 at 01:29 PM

Hi Vortigano,

I think it is for the DIV packing system, this works so that all the assets of the app are compressed into a single file and when the program needs to load an asset, it is first necessary to locate where it is in the PAK and then decompress it memory.

Gemix instead. does not compress assets by default, hence the difference in speed, but it may also depend on other factors, you could try to run a test if you want:
1) Make a backup copy of the game assets.
2) Create a mini PRG that loads the assets and saves them again with the FPG_SAVE function using the compression option.
3) Try to load these compressed assets in the version of the game in Gemix.

In this way you will be able to see if there is a slowing down or not, and be able to better determine whether it is a problem only for the DIV packer or other factors.


DIV2 originally had the option to choose whether to package the archives or not, but in DIVDX porting it was deactivated at the moment, however it would be possible to reactivate it.
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Hola Vortigano,

Creo sea por el sistema de packing de DIV, esto funciona de forma que todos los assets de la app sean comprimidos en un unico fichero y cuando el programa necesita cargar un asset, se debe primero localizar donde se encuentra en el PAK y luego descomprimirlo en memoria.

Gemix de contra por default no comprime los assets, de aqui puede ser la diferencia de velocidad, pero podria depender tambien de otros factores, puedes hacer una prueba si quieres:
1) Haz copia de backup de los asset del juego.
2) Crea un mini PRG que los carga y los guarda nuevamente con la funcion FPG_SAVE usando la opcion de compresion.
3) Prueba a cargar estos assets comprimidos en la version del juego en Gemix.

Asi podrias ver si se relentiza tambien o no, y poder establecher mejor si sea un problema del solo packer de DIV o de otros factores.


DIV2 originalmente tenia la opcion para elegir si empaquetar los archivos o no, pero en el porting de DIVDX ha sido desablechada de momento, pero seria posible volver a reactivarla.

Vortigano - 20-2-2018 at 01:34 PM

Sos un groso Cictec!!!, voy a tratar de acorralar el problema con eso y por nada del mundo voy a abandonar div. Muchas gracias!!!

Vortigano - 20-2-2018 at 02:59 PM

Quote: Originally posted by CicTec  
Hi Vortigano,

I think it is for the DIV packing system, this works so that all the assets of the app are compressed into a single file and when the program needs to load an asset, it is first necessary to locate where it is in the PAK and then decompress it memory.

Gemix instead. does not compress assets by default, hence the difference in speed, but it may also depend on other factors, you could try to run a test if you want:
1) Make a backup copy of the game assets.
2) Create a mini PRG that loads the assets and saves them again with the FPG_SAVE function using the compression option.
3) Try to load these compressed assets in the version of the game in Gemix.

In this way you will be able to see if there is a slowing down or not, and be able to better determine whether it is a problem only for the DIV packer or other factors.


DIV2 originally had the option to choose whether to package the archives or not, but in DIVDX porting it was deactivated at the moment, however it would be possible to reactivate it.
------------------------------------------------------------------------------------------------------------------------------------
Hola Vortigano,

Creo sea por el sistema de packing de DIV, esto funciona de forma que todos los assets de la app sean comprimidos en un unico fichero y cuando el programa necesita cargar un asset, se debe primero localizar donde se encuentra en el PAK y luego descomprimirlo en memoria.

Gemix de contra por default no comprime los assets, de aqui puede ser la diferencia de velocidad, pero podria depender tambien de otros factores, puedes hacer una prueba si quieres:
1) Haz copia de backup de los asset del juego.
2) Crea un mini PRG que los carga y los guarda nuevamente con la funcion FPG_SAVE usando la opcion de compresion.
3) Prueba a cargar estos assets comprimidos en la version del juego en Gemix.

Asi podrias ver si se relentiza tambien o no, y poder establecher mejor si sea un problema del solo packer de DIV o de otros factores.


DIV2 originalmente tenia la opcion para elegir si empaquetar los archivos o no, pero en el porting de DIVDX ha sido desablechada de momento, pero seria posible volver a reactivarla.



I compressed the fpg files with Gemix (only the text effects files that I think overloads my cpu) and the game began to lose frames per second.
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Comprimí los ficheros fpg con Gemix (no todos, solo los de efectos para texto que creo que recargan mi cpu) y el juego empezó a perder fps.

CicTec - 20-2-2018 at 03:09 PM

Quote: Originally posted by Vortigano  

I compressed the fpg files with Gemix (only the text effects files that I think overloads my cpu) and the game began to lose frames per second.
--------------------------------------------------------------------------------------------

Comprimí los ficheros fpg con Gemix (no todos, solo los de efectos para texto que creo que recargan mi cpu) y el juego empezó a perder fps.

You can check the difference in CPU consumption by opening the Windows task manager and selecting the application you are running to see the actual difference.

Another option is to set the program with SET_FPS(0, 0); which eliminates FPS limit control and allows you to get benchmarks to see how many FPS can run the app, from here you can compare to see how much is the loss.
-------------------------------------------------------------------------
Puedes controlar la diferencia de consumo de CPU abriendo el task manager de Windows y seleccionando la app che se esta ejecutando para ver las diferencias.

Otra opcion es setear el programa con SET_FPS(0, 0); el cual elimina el control de limite de FPS y permite benchmarks para ver a cuantos FPS puede ejecutarse la app, de aqui puedes comparar con mas precision y ver cuanta diferencia y perdida hay entra las dos versiones.



Vortigano - 20-2-2018 at 04:22 PM

I will reduce the unnecesary size of some graphics to try to improve the speed. Anyway, on div ide works perfect without problems.

[Edited on 20-2-2018 by Vortigano]

Vortigano - 20-2-2018 at 04:26 PM

Y gracias Cictec como siempre por la pronta respuesta, el proyecto divtris no va a ser cancelado. :)

CicTec - 20-2-2018 at 04:36 PM

You're welcome, if it works in the IDE, the main (or only cause) should then be the packing system, as also demonstrated by the tests.

Yes, the reduction of the loading of the resources could solve the problem at the moment.
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De nada, pues si en el IDE funciona bien entonces la principal (o solo causa) deberia ser el packing system, como tambien demostrado desde los tests hechos.

Si, la reducion del loding de los recursos deberia resolver el problema al momento.

Vortigano - 21-2-2018 at 03:13 AM

I haven't had time to reduce the size of the graphics of some fpgs, but I optimized the algorithm to write text using graphics from fpg files and increased the speed of the game on Gemix with compressed files. The Div compilation still has the same problem. I will upload the Div version and the Gemix version when I have time. (The same prg file compiled in the two versions), div with fpg packed and gemix with fpg compressed.

CicTec - 21-2-2018 at 06:35 PM

Mmmm, if the DIV version continues to give problems after optimizing, then the packing system may not be the only cause.

If you can provide information on the type of algorithm used to get the effect or a mini demo PRG, maybe you could get this in another way to solve the slowdown problem in the DIV version.
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Mmmm, si la version DIV sigue dando problemas despues esta ultima optimizacion, entonces es posible que el packing system no sea la unica causa.

Si te es posible proporcionar informaciones sobre el tipo de algoritmo usado para obtener el efecto o un mini PRG demo, quizas se podria ver de obtener esto en otro modo para solucionar el problema de baja de rendimiento en la version DIV.

Vortigano - 22-2-2018 at 12:37 PM

Es que me da algo de vergüenza compartir el codigo fuente, soy un poco desprolijo :P aunque podría hacer un demostrativo del algoritmo, o mejor aún con el demostrativo podría intentar aislar el problema ya que no ocuparía tiempo de ejecución en instrucciones en las que div no tiene problemas. Mi efecto de letras apuntan a efectos similares a los que se pueden ver en juegos como los de Epic MegaGames en ms-dos, y por lo dificultoso que me resultó crear las fuentes a partir de importar tipografías de windows (además de no tener mucha información sobre la estructura de los ficheros fnt de div para generarmelos yo mismo sin usar las herramientas de fenix/bennu que son muy prácticas por cierto, la herramienta para fuentes integrada de div de vez en cuando se crashea y dejé de usarla, y la herramienta que tengo en el pack de Gemix al generar ficheros fnt no se pueden usar en div). Preferí crear mis propias fuentes punto a punto y ponerlas en pantalla a cada cuadro tratándolas como si fueran una operación más de aplicar tiles con mapblockcopy o xmap_put.

[Edited on 22-2-2018 by Vortigano]

Vortigano - 22-2-2018 at 12:39 PM

De todas formas seguiré avanzando con el proyecto en divdx y paralelamente trataré de aislar el problema ya que en el ide el juego se ejecuta de manera fenomenal.

CicTec - 22-2-2018 at 01:24 PM

Well, as you prefer.
-------------------------
Bueno, como mejor prefieres.

Vortigano - 22-2-2018 at 01:45 PM

Gracias Cictec, si llegué hasta acá con esto es en gran medida por tus contribuciones, y es que soy un programador aficionado autodidacta que viene del assembler de los microcontroladores de los años 90, yo los veo a ustedes para mi son todos unos capos en esto y quizás tengo métodos poco ortodoxos para todo porque todo lo he aprendido por mi cuenta. Me gusta ver lo que ustedes publican, con eso yo aprendo mucho. Ahora mismo estoy atendiendo el proyecto divtris, todo va excelente, y cuando puedo dejo el juego abierto dentro del ide y todo va de maravillas. Cuando tenga un demo del problema lo publico, o si detecto específicamente qué procedimientos causan el problema hago el reporte.

CicTec - 22-2-2018 at 02:01 PM

Thanks.
I understand perfectly, no problem, manage the project as you find it more comfortable, my suggestions were only to try to help solve the problem. :)
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Gracias.
Si, comprendo perfectamente, no hay problema, gestiona el proyecto como consideras mas comodo, mis sugerencias eran solo para intentar ayudar a solucionar el problema. :)

[Edited on 22-2-2018 by CicTec]

Vortigano - 25-2-2018 at 02:02 AM

Hello, I think I found the reason why the div installation was running slower than the Gemix version. Apparently I was using the unload_fpg (0) load_fpg function too many times between few frames, and that slowed down the div version. Now I'm using load_map / pcx which are also recognized graphs at file0 although to download them i have to use unload_map / pcx instead, and with that the div installation runs fine. I still have not reduced the excessively large graphs of some fpg :P . In a few hours I will upload the latest version.

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Hola, creo que encontré la causa de que la instalación de div corriera lento y que la version de Gemix corriera normal. Al parecer estaba usando muchas veces la función unload_fpg(0) .... load_fpg entre pocos fotogramas, y eso ralentizaba la versión de div. Ahora estoy usando load_map/pcx que también son reconocidas como parte de file0 aunque para descargarlas tenga que usar unload_map/pcx en su lugar, y con eso la instalación de div corre bien. Sigo si haber reducido las imágenes excesivamente grandes de algún fpg :P. En unas horas subiré la última versión.

Vortigano - 25-2-2018 at 07:09 AM

Queda mucho por hacer, sigo aprendiendo cosas nuevas :)
There's still a lot to do. I keep learning new things ^_^

He resubido el programa, error corregido.
I've reuploaded the program, bugfixed.

[Edited on 25-2-2018 by Vortigano]

Attachment: DIVTRIS20180225_2.zip (1.9MB)
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MikeDX - 26-2-2018 at 05:44 PM

Is there any chance you can share the prg with me so i can make a web version?

Vortigano - 26-2-2018 at 06:08 PM

Quote: Originally posted by MikeDX  
Is there any chance you can share the prg with me so i can make a web version?


For now, many things are missing, but I would be delighted.
Por ahora faltan muchísimas cosas, pero estaría encantado.

Vortigano - 26-2-2018 at 06:11 PM

I'm creating some sfx in wav/adpcm and it runs very well. (I tested in ogg too, but i prefer wav because i don't have too many programs to edit ogg).

CicTec - 26-2-2018 at 06:59 PM

Quote: Originally posted by Vortigano  
Hello, I think I found the reason why the div installation was running slower than the Gemix version. Apparently I was using the unload_fpg (0) load_fpg function too many times between few frames, and that slowed down the div version. Now I'm using load_map / pcx which are also recognized graphs at file0 although to download them i have to use unload_map / pcx instead, and with that the div installation runs fine. I still have not reduced the excessively large graphs of some fpg :P . In a few hours I will upload the latest version.

----------------------------------------------------------------------------------------------------------------------------------

Hola, creo que encontré la causa de que la instalación de div corriera lento y que la version de Gemix corriera normal. Al parecer estaba usando muchas veces la función unload_fpg(0) .... load_fpg entre pocos fotogramas, y eso ralentizaba la versión de div. Ahora estoy usando load_map/pcx que también son reconocidas como parte de file0 aunque para descargarlas tenga que usar unload_map/pcx en su lugar, y con eso la instalación de div corre bien. Sigo si haber reducido las imágenes excesivamente grandes de algún fpg :P. En unas horas subiré la última versión.

Hello Vortigano,

This is rather strange, the loading / unloading of an FPG should be much faster than N load / unload Map.

Have you tried to perform the same test with MAP in Gemix?
Do you notice any difference in speed between the FPG version and the MAPs version in Gemix?

Would you be able to get a small PRG with FPG and MAP to test? maybe it could help to meet some possible bugs with FPGs or routines related to the release version of DIV.

--------------------------------------------------------------------------
Hola Vortigano,

Eso es algo raro, la carga/descarga de un FPG deberia ser mucho mas rapida de la carga/descarga de N Maps.

Has probado a hacer el mismo test con MAP in Gemix ?
Has notado alguna diferencia de rendimiento/velocidad entre la version FPG y MAPs in Gemix ?


Te resultaria factible crear un pequeno PRG con FPG y MAP da testar ? quizas podria ayudar a encontrar algun posible bug en las routinas de los FPG o relacionadas para la version release de DIV.

Vortigano - 26-2-2018 at 08:14 PM

Es que al usar map/pcx trato de aprovechar al máximo cada posición de map disponible en file0, en vez de cargar graph000 := el caracter "a" , luego graph001:= el caracter "b", luego graph002:= el caracter "c" ... cargo un solo fichero pcx con todos los caracteres graph 000 := abcde... Con lo cual no necesito cargar y descargar map/pcx de forma tan frecuente. Podés ver las fuentes en formato pcx que me creé yo mismo en divtris de la última versión subida, llevan por extensión "fntx" en la carpeta Fuentes, que serían algo así como una contracción de "fnt+pcx" (les cambié la extensión para asegurarme de no modificar accidentalmente los juegos de caracteres terminados). Luego el programa se encarga de encontrar cada letra y ordenarlas para que yo le pase los parámetros a una función de texto que había creado para poner efectos al texto, y se genera en pantalla el texto, usando mapblockcopy (file0, fichero de destino es un grafico generado dinamicamente, fichero de origen dicho graph000...)

[Edited on 26-2-2018 by Vortigano]

CicTec - 26-2-2018 at 11:48 PM

Ah ok, so yes, with this technique it should be faster than FPG, even if I do not understand why you load/unload the assets continuously.
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Ah ok, asi si, con esta tecnica deberia ser mas rapido que con FPG, aunque no comprendo porque cargabas/descargabas continuamente los assets.

Vortigano - 27-2-2018 at 06:16 AM

Quote: Originally posted by CicTec  
Ah ok, so yes, with this technique it should be faster than FPG, even if I do not understand why you load/unload the assets continuously.
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Ah ok, asi si, con esta tecnica deberia ser mas rapido que con FPG, aunque no comprendo porque cargabas/descargabas continuamente los assets.


Because I didn't know how to use my own text function without depend on mapblockcopy and file0 (Because I like to use the new map as a quick canvas.)... so I was loading and reloading fpg0 because I wanted every fpg to be a pcx font. The program needed more than one different fontx at the same time and began to run slowly.
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Porque no sabía como usar mi propia función de texto sin depender de mapblockcopy y file0 (es que me gusta usar new_map() como un canvas rápido). Así que estaba cargando y recargando fpg0 porque quise que cada fpg sea una fuente/pcx "fntx". El programa necesitó más de una fuente pcx al mismo tiempo y empezó a ponerse lento.

CicTec - 27-2-2018 at 09:51 AM

I see, the important thing is that you have solved the problem.
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Ya veo, lo importante es que has solucionado el problema.

RKSoft - 27-2-2018 at 12:27 PM

So, i had time to play your latest build and it rocks the house. Nice gameplay and graphics. Extremly nice work. :)

Vortigano - 27-2-2018 at 02:06 PM

i'm very grateful to you!!! ^_^

Vortigano - 1-3-2018 at 06:55 AM



Level select.png - 14kB Handicap Select.png - 10kB Playing.png - 46kB Mi primitive text box.png - 44kB Pressing Esc ends the game.png - 44kB

Well, this is the last build, I didn't have time to try all the program exceptions, but I think it's well written (the div debugger is great!)
It also has the first special sound effects added, made by me using cool edit pro and other sound generators. No sound or image was downloaded or ripped from another part. Also the bugs were made by Vortigano.
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Bueno, esta es mi ultima compilación, no tuve tiempo de probar todas las excepciones de programa, pero creo que lo escribí bien (el debugger de div es genial, mi herramienta preferida del ide).
Tiene también los primeros efectos de sonido, hechos por mí usando cool edit pro y otros generadores de sonido. Ningún sonido o imagen fue descargada o ripeada de otro lugar. También los bugs fueron hechos por Vortigano. Un gran saludo, llegarán novedades cuando sea el momento ^u^)/ Saludos!

Bugfixed ver divtris20180301_2 (editing textbox bugfixed)


[Edited on 1-3-2018 by Vortigano]

[Edited on 1-3-2018 by Vortigano]

[Edited on 1-3-2018 by Vortigano]

Attachment: DIVTRIS20180301_2.zip (2.2MB)
This file has been downloaded 594 times


RKSoft - 1-3-2018 at 04:00 PM

Nice work, again :)

But i have a request:
When a level is over it will be fine when a text apears on screen like GET READY or similar. It is a nice idea with the color bars to fill and complete a level. Please make a level system. You can add some extra bonuses like items (bombs, extras etc.) to destroy a line. :)

Your game has sooo big potential!!!

Vortigano - 2-3-2018 at 06:49 PM

Quote: Originally posted by RKSoft  
Nice work, again :)

But i have a request:
When a level is over it will be fine when a text apears on screen like GET READY or similar. It is a nice idea with the color bars to fill and complete a level. Please make a level system. You can add some extra bonuses like items (bombs, extras etc.) to destroy a line. :)

Your game has sooo big potential!!!


Hi RkSoft, you are right. I didn't add extra items because it's my first tetris like game, but i see that you trust me, so i'll do it.
Sorry for my absent, i've lost my access point to internet where i have the pc for the divtris development (some proxy issues). Now i'm in my electronics workshop, i've found some bugs about some texts id process in divtris, i have the solution but here i don't have all the divtris files. I'll try to make in this pc my new development space.
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Hola RkSoft, tienes razón. No agregué extra items porque es mi primer juego de tetris, pero veo que confías en mí, así que lo haré.
Perdón por mi ausencia, he perdido mi punto de acceso a internet donde tengo la pc para el desarrollo de Divtris (algunos problemas de proxy). Ahora estoy en mi taller de electrónica, he encontrado algunos errores sobre el proceso de identificación de algunos textos en Divtris, tengo la solución, pero aquí no tengo todos los archivos Divtris. Trataré de hacer en esta pc mi nuevo espacio de desarrollo.

[Edited on 2-3-2018 by Vortigano]

Vortigano - 2-3-2018 at 07:00 PM

i know too, that i have to normalize the sfx volume :P there's a lot of things to do.

Vortigano - 6-3-2018 at 06:06 PM

Quote: Originally posted by RKSoft  
Nice work, again :)

But i have a request:
When a level is over it will be fine when a text apears on screen like GET READY or similar. It is a nice idea with the color bars to fill and complete a level. Please make a level system. You can add some extra bonuses like items (bombs, extras etc.) to destroy a line. :)

Your game has sooo big potential!!!


-- News --
1: Added a "Get Ready" banner.
2: Blue key glitch fixed.
3: Texts id correctly administered.
4: When a player cancels his name input, his name changes to "canceled" and loses all his statiscs.

-- Known problems --
...

Attachment: DIVTRIS20180305.zip (2.3MB)
This file has been downloaded 597 times

[Edited on 8-8-2018 by Vortigano]

RKSoft - 10-3-2018 at 02:30 PM

So, i played your DIVTris a while and its amazing, again. Thanks for adding a "GET READY" message. Great work :)

Vortigano - 12-3-2018 at 08:07 PM

I must create other fnts, add bonus items. I have an ai script for the computer demonstration ... and I was thinking of remodeling the game and making it possible to play against the PC. But I dont want to lose my goal of making my simple first "divtris". Maybe it would be possible to play against the computer in other future version, and now it would be better to listen suggestions and comments.

Vortigano - 12-3-2018 at 08:11 PM

Anyway, I find video game programming fascinating, it doesn't matter if it's about fights, wars, puzzles ... and it doesn't matter how long the project takes.

RKSoft - 13-3-2018 at 02:45 PM

Game programming is a very interesting thing in my life. So, i know what you mean :).

@DIVTris
When your game is complete, you can make DIVTris 2 with 2 player support and much more. You can make a game like Warios Woods or Columns with your engine. :)

Vortigano - 13-3-2018 at 02:58 PM

Thank you very much, you developers are the ones who really know about this, and I'm trying to follow your steps :)

CicTec - 30-3-2018 at 10:24 AM

Hello Vortigano,

As promised I tried the game (I finally reinstalled windows), here my opinion:
- The graphic effects present in the menu and in the game are well made.
- The fluidity of the game is quite good.

Possible suggestions to improve the game:
- The A-S-D controls for the movement I think are superfluous since you can also use the arrows, also are too close to the Z-X keys for rotating the pieces, if the game remains in single player I think it is more appropriate to delete them.
- The pieces that fall from the frame should have a Z above it (or if the frame is a process have a lower Z) so as to have a more realistic effect of the scene.
- Sometimes the new piece remains locked at the top, however the game seems to continue (as if the rendering remained blocked).
- When a new row of pieces is destroyed, the effect of eliminating the line and moving the other pieces should be a little faster, to keep the dynamics of the game more fluid.

For the rest you are doing a great job, congratulations.

[Edited on 30-3-2018 by CicTec]

Vortigano - 12-4-2018 at 08:36 PM

Hola estoy con problemas economicos a causa del gobierno argentino, esa es la principal causa de mi distanciamiento del foro :(
Regresando al tema de proyecto Divtris, muchas gracias por las críticas positivas.
> El control por [A-S-D] lo había usado para poder probar la instalación del divtris en una notebook antigua que tenía las "arrowkeys" rotas, y desde entonces ese trozo de código quedó abandonado, y es cierto, debe ser anulado (tengo la intención de dar la opción de configurar el mando desde un menu).
> El lienzo donde aparecen las piezas de divtris es un solo proceso, donde las piezas se pintan y se borran en cada frame. He planificado mal ese lienzo, y no concideré que la zona donde se generan las piezas nuevas no puede ser la zona muerta (donde si alguna pieza ocupa la zona el jugador pierde la partida), el problema es que todo el juego está sujeto a una matriz bidimencional del tipo MAPA_DIVTRIS[fila, columna] y no he definido la zona de spawn de piezas, con lo cual debería modificar todas las partes del código para añadir la nueva zona de spawn, con lo cual todo se vería más realista.
> El calculo de velocidad de las piezas que se incrementa con el avance de los niveles utiiliza numeros enteros y divisiones, con lo cual a niveles altos como no puedo utilizar numeros decimales no se puede seguir aumentando la velocidad XD, ese es otro motivo para reescribir una buena parte del código (aunque sería menos engorroso que el punto anterior) por cierto no voy a aumentar los fps para que parezca que las piezas van más rápido, no quiero depender de los fps para controlar la velocidad, tengo una solución alternativa para no depender de los fps probada en un borrador.
> El editor de texto no me ha gustado, existe la posibilidad de que en su lugar aparezca un teclado pequeño en pantalla con los caracteres que se puedan escribir en la caja de edición de texto de editar record, eso me parece más bonito.
> Reducir el tiempo en borrar las lineas completadas no sería mayor problema :)

Con todo esto creo que lo mejor es reutilizar todos los graficos y sonidos (tengo una versión no subida de divtris donde se puede configurar el nivel de volumen de cada efecto de sonido, escribir/leer un archivo de configuración a disco y otras cosas más), luego tengo que rediseñar la estructura general del programa, ordenar funciones, eliminar variables globales innecesarias y pasar más parametros a las funciones para que me sea más claro el programa así evito el tener que modificar variables globales desde cualquier parte del programa con resultados inciertos que luego traen muchos problemas.
El juego no está cancelado, estoy estudiando C a cada momento que tengo libre por mi cuenta, y sigo experimentado con el uso de ficheros en lenguaje div que me parece genial.
Además este proyecto de juego ha sido una mezcla de muchos experimentos de mi parte, a lo que traté de darle una forma, realmente sin mucha teoría, solo a base de prueba y error, con el manual de div2 en mano y varios ejemplos y tutoriales. ^_^
Un gran saludo, lo siento, no tengo tiempo para ponerlo en inglés, hasta ya me he olvidado de todos los puntos que escribí XD pero a la distancia sigo con el proyecto... tal vez un divtris_B con soporte para mouse, y que satisfaga todas las observaciones de rksoft cictec breadcaster y los demás eso sería genial.

[Edited on 13-4-2018 by Vortigano]

Vortigano - 20-4-2019 at 09:10 AM

13-04-2018 ... 20-04-19
I'm working on this... i'm back. I learned a lot of things. :spin::spin::spin::spin::spin::spin::spin:

dom cook - 21-4-2019 at 03:57 AM

Great! It will be nice to have some company around here.

Vortigano - 21-4-2019 at 03:32 PM

Quote: Originally posted by dom cook  
Great! It will be nice to have some company around here.
:cool::yes:

MikeDX - 24-4-2019 at 08:34 AM

Seeing this makes me want to work again on the built in online high score tables that I had a work in progress for. It worked the same way as the zero configuration multiplayer matchmaking, based upon the hash of the prg and other unique identifiers allowing for a level playing field and to prevent cheating (you could play back the game start to end)

Vortigano - 25-4-2019 at 02:06 AM

That's interesting. For now I am working on the graphical user interface (GUI), using windows for the game menu system. The game windows are like the "Microsoft Windows child windows" but in DIV language without dlls and too basics.

[Edited on 25-4-2019 by Vortigano]

Vortigano - 1-5-2019 at 08:44 PM

I'm going to use this for the program.
https://youtu.be/R0Rn_Boe-xs



Attachment: EJEMPLO_CON_VENTANAS.zip (1.1MB)
This file has been downloaded 189 times ejemplo_01.png - 28kB ejemplo_02.png - 17kB ejemplo_03.png - 11kB

dom cook - 2-5-2019 at 07:40 AM

I like animated text.

Vortigano - 3-5-2019 at 05:52 AM

Quote: Originally posted by dom cook  
I like animated text.


Thank you. I would like that the div language have the directive "include" so we can make more powerful programs.

dom cook - 3-5-2019 at 04:54 PM

Yes but how did you do it?.. The text thing.

Vortigano - 4-5-2019 at 01:34 AM

Quote: Originally posted by dom cook  
Yes but how did you do it?.. The text thing.


I use this pcx matrix, and then treat the text as a simple sprite. The code is long but it is not complicated, it is a simple sprite that is generated from a text string. Your 3D works are really complicated ;)
Attachment: FUENTE_SELECCION.PCX (171kB)
This file has been downloaded 184 times

dom cook - 4-5-2019 at 06:40 PM

That's because my coding is a mess. The principle's are simple enough.

Vortigano - 4-5-2019 at 07:32 PM

I'm fighting pointers and menu windows. I don't like my menu tree layout.

Vortigano - 11-5-2019 at 05:37 PM

Working in the menu system, the graph has some error but it is not important, it is only a prototype. The important thing is that everything is native DIV language ^u^

prototipo_arbol_de_menu.png - 42kB