[game - WIP] toobin

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cybercouf
Posts: 6
Joined: Sat Nov 05, 2005 7:22 am

[game - WIP] toobin

Post by cybercouf »

I've played this old game on my Atari ST : toobin
I'm trying to do it for psp, using Lua.

Image
Image

All versions :
http://cyril.c.free.fr/pub/files/toobin/toobin_v0.1.rar
http://cyril.c.free.fr/pub/files/toobin ... v0.1.5.rar
(you need Lua player first, see: http://www.luaplayer.org and read "Readme first.txt")

I haven't any PSP, so if you can test it in real conditions (and say if it works, it's slow etc..) thanks!

I also would like to do a stand-alone version (no need lua player), but got some compilation pb: http://forums.ps2dev.org/viewtopic.php?p=28612#28612
Last edited by cybercouf on Fri Nov 11, 2005 10:03 pm, edited 4 times in total.
Wraggster
Posts: 121
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Post by Wraggster »

plays like a dream on my v1.0 :)

made a permanent page for your release here --> http://psp-news.dcemu.co.uk/toobin.shtml

thanks for a great little game
Webmaster of http://www.dcemu.co.uk

DCEMU The Worlds Only Homebrew & Gaming Network of Sites.
Fanjita
Posts: 217
Joined: Wed Sep 28, 2005 9:31 am

Post by Fanjita »

On v2.0, runs fine using the USER_LUA player.

No collision detection though - is that expected?
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cybercouf
Posts: 6
Joined: Sat Nov 05, 2005 7:22 am

Post by cybercouf »

ok thanks

no on this version there is collision only for bonus (cans) and rocks, for border and other things it's not already done ;)
cybercouf
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Post by cybercouf »

skeezixcodejedi
Posts: 29
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Post by skeezixcodejedi »

I keep seeing that 'Atari ST' comment so I really must clear it up .. :)

Toobin' was an arcade game, that also had a port to the Atari ST (among other machines.) :)

jeff
--
Have you played Atari today?
cybercouf
Posts: 6
Joined: Sat Nov 05, 2005 7:22 am

Post by cybercouf »

you're right :), searching pictures on the web i found image from arcade version :p, i said Atari ST because it was my first computer and first played toobin on it :p
Art
Posts: 642
Joined: Wed Nov 09, 2005 8:01 am

Post by Art »

Nice job cybercouf, do need colision detection though, I can ride through the sand :D

How did you get the white sprite background to be transparent n the game?
Even when I use bob in my code and try to blit him across the screen, the
white background is visible :(
I can't even see how you did it looking at your LUA code ??
Cheers, Art.
Brunni
Posts: 186
Joined: Sat Oct 08, 2005 10:27 pm

Post by Brunni »

He probably uses a transparent PNG (with an alpha channel).
You can create such files with programs like Photoshop or the Gimp (not sure).
Sorry for my bad english
Image Oldschool library for PSP - PC version released
Art
Posts: 642
Joined: Wed Nov 09, 2005 8:01 am

Post by Art »

I said I used Bob (the same png file he used) in my program,
and the background was not invisible.
cybercouf
Posts: 6
Joined: Sat Nov 05, 2005 7:22 am

Post by cybercouf »

yes, i use tranparent png with alpha channel, made using photoshop

Code: Select all

bob1 = Image.load("bob.png")
...
screen:blit(bobX, bobY, bob1)
when using screen:blit(...), there is optional parameter for using alpha channel, and default value is true, so you don't need to specify it.
so
screen:blit(bobX, bobY, bob1)
is like
screen:blit(bobX, bobY, bob1, 0, 0, bob1:width(), bob1:height(), true)
(last parameter is alpha channel)
Art
Posts: 642
Joined: Wed Nov 09, 2005 8:01 am

Post by Art »

Thanx, I actually figured it out and came back to clear it up :)
I was using the parameter false... Ididn't know what it was for,
but I noticed the difference in your blit line.

It would be great to have some good documentation for PSP LUA.

Keep up the work on your game.
Cheers, Art.
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