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Preserving Details, Screenshots, Videos & more Lost Media for Jet Force Gemini [GBC - Cancelled] Help us to remember cancelled video games!
Yes i had to look up the unreleased Game boy Jet Force Gemini as soon as I read about it in that last article.
Also how cool does that devkit look.
Coding Fun
So, as I continue nearing completion of my animation tool (I’ve been working on the loading code with the new format) I decided to update the format of animation frames while I was at it. So, I was moving the enumerator for animation attributes to the engine proper so that it can be in frames, as opposed to just in the animation tool itself. Of course, on doing that the program stops compiling due to reasons entirely unrelated to the enumerator.
That’s fine, put it back, right? But then suddenly having an animation open (loaded or not!) crashes the program now. No other changes in the program itself, I thought maybe it was from the previous run before moving the enumerator where I had set up the saving for the “last animation” so I can just hit “load last” to open it up just fine, maybe auto-save is re-enabled and messed up because I haven’t done anything with it.
Nope, not only is auto-save still disabled, it works perfectly without any changes in the new save system so what’s the deal...
The crash *was* related to the enumerator. In part of the move over, I had changed the value of ab2::frames from 9 to -2, as frames are stored specially in the animation program as opposed to in the normal vector of vectors, so I had special cases for it for all the functions anyways. However, I had neglected to remember that my little vector of “current index” of each attribute still had frames in slot 9... So I was trying to access m_current_ab2_attribute[65534] every frame as it’s an unsigned short. That’s fixed now, but such a stupid error to throw me off for a few days. I couldn’t for the life of me figure out where I was suddenly getting 65534 in there, and ended up having to go line by line to find every single instance of accessing that variable in the code, it happened to be in a little function far away from all the other attribute functions.
Isn’t coding *fun*? At least I’m being about as productive as the beginning of quarantine again now.
And it seems legit.
Gameplay: Shadow of War
May God bless you all.
Reviewtechusa video: https://www.youtube.com/watch?v=9moSo...
Have you ever fixed a bug in your code, that only activated in a very specific instance, and then looked at it only to be confused how it *ever* worked in the first place in the normal instances?
My “unload panel” function checked the .pnl file (just my little UI file) to see which GUI elements to delete. I found out there was an error pretty much immediately, as I’d cycle through the subpanels and the messages from the previous would stick around until I went through one full time.
I finally went to go back and fix it as part of my tuneups on function, and realized that the unload panel function forgets to open the file... Um, what. How did it ever start working on the second cycle?
(spoilers, the setup of my animation tool left the previous panel file in memory, so the only one that stuck around was the default “point” one, until you cycled to it again. Loading an animation, and thus clearing the .pnl from memory was the culprit. But like, I just had it load the file as it *should*.)
I am only just ever-so-slightly behind the ideal case with my animation tool at the end of my actual work week. So, starting my week end here, I think I can finish it! Granted, that’s all assuming my editing functions work properly, but I can probably reuse them from the old format, they honestly don’t need to be any different.
Through this time, I am of course receiving a ton of inspiration for “Hypothetical Pokémon Knock-Off.” as I call the project. I would really rather not, because now I really want to make “Hypothetical Pokémon Knock-Off,” but like, I really need to focus on projects that I can actually, complete as a solo dev, in like a few years. But hey, if things kick off, I might make “Hypothetical Pokémon Knock-Off.” For now, it goes into the big like 80 page lists of concepts I’m interested in (it is a detailed list!).
First though, I need to finally get this animation skeleton running in-game! And then immediately start adding more than a single idle and attack animation! My first plans for that are a walking animation, dashes in at least 4 (but probably 8) directions, and two dash attacks, and with that, I think I’ll have a workable combat system for testing out other parts of the game finally!
So, formatting is ready for my animation files, and I am able to save them (although, there are a few pieces left that aren’t being saved just yet, mostly because they’re not quite implemented in the animation tool yet, soon!). With this, I am finally getting to the point where I can advance again. The start of quarantine sure had me rocketing forward, but with work opening up it’s like I hit a wall. This week, I’ve had a taste of that quarantine productivity again though!
All I needed to do was stop doing dishes. I should *probably* do dishes.