Arcade Game (Retro)

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darius676
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Re: Arcade Game (Retro)

Post by darius676 »

There is not a single Windows computer with Windows 7/8 in my environment.
Currently, only PCs with Windows 11 are available or are used for development and game testing. Therefore, I cannot guarantee that functions/inputs (Xbox controller) will also work on older Windows versions.

Even if Purebasic runs on Windows 7, this does not necessarily mean that all features/functions are available as they are on Windows 11. That's how I would put it.
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Re: Arcade Game (Retro)

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New download available:
GUI inputs now work as expected (without artificial delay)
(First Post)
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Re: Arcade Game (Retro)

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miso wrote: Mon Feb 09, 2026 12:54 am I tested it, so heres the honest opinion in the name of constructivity. I'm aware that this is not a full game but an early stage prototype.

What I like:
-retro vibe
-graphics are fine quality
-music tracks kinda catchy
-some support for controllers, this kinda games profit from it. (valid to make a two player mode at the end for example)
-When in gameplay mode, the controls seems responsive with all control interface. (keyboard/controller)

Cons:
-When in the menu mode, menu screen, the controls are NOT responsive at all. The hold and wait then release won't work. It was the same with leaves.
Please be aware, that this is not flaming but honest opinion. First priority should be to investigate why is that and remove that delay.
As Icesoft said it does not work, it means you have to hold the key down so long that makes the player think it's not working.
When in the menu screen that applies to the keyboard and to the controller as well.
-My xbox controller did not work completely. I was able to move, bring up an ingame pause menu and select a menuitem. But had no "fire button"
-My chinese cheap clone controllers worked well surprisingly. On most controllers (99%) button 1 is the most reachable button, 1-4. If you dont use
mappings, that can be used safely to such things as fire. When raising the ingame paused menu, the responsivness lost again until continue.
So I guess the faulty part will be in the menu choose code.

-minor, maybe just not yet implemented thing: while I use stick to control the spaceship, still only one direction is applied one at a time. So only up or left but no up+left. This might be design choice maybe, but if that so, I personally did not liked that.

-minor, as long as you include ucrt this will work on win7. (with the current state of PB up to 6.40 alpha) No need to popup that ;)

Short conclusion: Nice one! Controls must be revised though.


Now some question I'm interested:
-What PB version do you work with?
-Controllers are native joystick pb lib or external something?

That's all. Thanks for sharing and I hope I was helpful with something.
Now: Fixes: For:
GUI input delay, diagonal player movement. For download use the link in the first post.
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Re: Arcade Game (Retro)

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for now 3 procedural worlds rotating for "endless" game
actual build: first post
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Re: Arcade Game (Retro)

Post by darius676 »

BUILD 1771.166015625
Game Loop Fully Working,
First Boss (not balanced)
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Re: Arcade Game (Retro)

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Latest update and version are online:
Fixed issues:
Logic (game loop process pauses during boss fight, ensuring that the loop continues correctly regardless of the duration of the fight) Game loop, boss fight, boss music system,
Player movement: Diagonal now possible,
Shield system (prototype)
Various other optimisations to the code, adjustments to ‘Arcade’ requirements: Focus on speed, performance, latency

Features:
Infinite game loop, one boss enemy, more in the pipeline

Translated with DeepL.com (free version)
https://youtu.be/--IO8Ms2HBw?si=MsCoZjVNJcCKm2ie
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Re: Arcade Game (Retro)

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BUILD 1772.6531982422
Fully integrated: Up and Downgrade System for Player-Ship
Assets:
Shield GFX for Player-Ship changed
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