Is this a dead thread or is Duck Hunt still being worked on? I think that this could be a really fun game (when it is finished) and I hope that it wasn't given up on because it seems almost done!
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randomguy wrote:
Is this a dead thread or is Duck Hunt still being worked on? I think that this could be a really fun game (when it is finished) and I hope that it wasn't given up on because it seems almost done!
The project is not dead I just ran into some few rendering bugs. I will attempt to finish this project hopefully this coming spring break.
*BUMP*
I started to rewrite the code and setup a Trello Board to speed up development, I'll be post more updates later.
I started to rewrite the code and setup a Trello Board to speed up development, I'll be post more updates later.
Quick Update:
It's been a while snice I updated the thread. But just show casing some progress:
lol I know it looks bugged out I just need to fix the rendering and blit (should be an easy fix). But so far I've added the UI bar.
It's been a while snice I updated the thread. But just show casing some progress:
lol I know it looks bugged out I just need to fix the rendering and blit (should be an easy fix). But so far I've added the UI bar.
What would be really awesome is if you got some sort of drive that can take USB input from two accelerometers (or whatever they're called), one attached to the back of the calc (or wired directly in, but that would require actually cracking the thing open) and another attached to some sort of plastic pistol thing, much like hose used in arcades. Then it takes that input and directly translates it to where you are pointing on the screen!
Another idea is to have a "calibrate" option in settings or whatever, to be used whenever the CE is moved, so the cursor doesn't get super messed up.
I'm realizing., it would also have to ake trigger and reload input from the pistol, because otherwise, you'd be pointing the thing, and pressing buttons on the calc at the same time, which just feels... off.
I don't know if you want to spend the (assumably inordinate amount of) time to do this, but I think it would be a fun addition. CPU-heavy, though, so optimizing i might be a problem.
Another idea is to have a "calibrate" option in settings or whatever, to be used whenever the CE is moved, so the cursor doesn't get super messed up.
I'm realizing., it would also have to ake trigger and reload input from the pistol, because otherwise, you'd be pointing the thing, and pressing buttons on the calc at the same time, which just feels... off.
I don't know if you want to spend the (assumably inordinate amount of) time to do this, but I think it would be a fun addition. CPU-heavy, though, so optimizing i might be a problem.
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Deleted_User_19311
- Nonposting User (Posts: 0)
- Re: Is there more development?
- 11 Jan 2022 02:10:58 pm
Jelte2357 wrote:
Is there more development?
I really like this project so i would like to know
I really like this project so i would like to know
No, there is no current update for this project. I've been putting a lot of effort into my other projects.
Jelte2357 wrote:
How' s the project going?
Alvajoy just answered that question:
Alvajoy123 wrote:
No, there is no current update for this project. I've been putting a lot of effort into my other projects.
Past projects: HailStorm CE | Contagion CE | HUE CE | VYSION CE || Current projects: VYSION 2 CE | Crossroads CE
Jelte2357 wrote:
How' s the project going?
The project is still under development. Currently, the code needs to be rewritten because it does not match the toolchain code guideline (the code is basically super messy)
Hey Cemetech,
Development is back online, I had some spare time and made significant progress on this project!
Eye candy:
Changelog (PRE-ALPHA):
There is still a lot to do for this project but I think it's close to being finished I just need to clean it up a bit (debug) and work on the last game mode!
You can stay up to date with in-depth development via Github: https://github.com/Overload02/DuckHunt
Development is back online, I had some spare time and made significant progress on this project!
Eye candy:
Changelog (PRE-ALPHA):
- Added Dog Sprite
- Fixed Minor Bugs (Rendering, etc.)
- Added HUD information (Still in works)
- Added More Duck Functions
There is still a lot to do for this project but I think it's close to being finished I just need to clean it up a bit (debug) and work on the last game mode!
You can stay up to date with in-depth development via Github: https://github.com/Overload02/DuckHunt
Looks very promising. For some reasons the Game A, Game B and copyright text font seems grainy/distorted, though?
Update:
I finished Game A and B!
Game A
Game B
Changelog (PRE-ALPHA):
You can stay up to date with in-depth development via Github: https://github.com/Overload02/DuckHunt
Yes, at the beginning of development I was "lazy" and ended up making the menu with sprites but ended updating/changing it yesterday. is this better?
Hey TLM, and TortillaMan! Thank you for the support. I really appreciate it!
I finished Game A and B!
Game A
Game B
Changelog (PRE-ALPHA):
- Fix Minor Bugs.
- Updated Menu
- Implemented Sprites.
- Fixed HUD for hits.
You can stay up to date with in-depth development via Github: https://github.com/Overload02/DuckHunt
DJ Omnimaga wrote:
Looks very promising. For some reasons the Game A, Game B and copyright text font seems grainy/distorted, though?
Yes, at the beginning of development I was "lazy" and ended up making the menu with sprites but ended updating/changing it yesterday. is this better?
TheLastMillennial wrote:
Glad to see more progress! The sprites and performance are looking really good!
TortillaMan wrote:
Ah, one of my favorites from the NES, glad to see it back online!
Hey TLM, and TortillaMan! Thank you for the support. I really appreciate it!
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