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NerdFriday, May 13th 2005.

Koji

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Luminesweeper
Want to play Lumines but don't want to/can't buy a PSP? Then this is for you!

It looks like tepples is making a Lumines clone (and a minesweeper) for the GBA. I found it by chance while browsing the pocketheaven.com boards.

Luminesweeper

This will be great. Smile
NerdFriday, May 13th 2005.

comatose

Manic mouser ^_^

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Location: Bombing your nightmares.

Sweet! My gba flashcart should come in any day now, then I just need to get a passme or find someone with the right wireless card.
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NerdSaturday, May 14th 2005.

MalevolentMaster

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Location: land of a thousand seasons

Emulate it? 'Tis legal.
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NerdSaturday, May 14th 2005.

Maxwell

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comatose

Sweet! My gba flashcart should come in any day now, then I just need to get a passme or find someone with the right wireless card.


The Lumines clone is for the GBA. No PassMe/wireless card required.

Since the PassMe and RT2560 wireless card will both be $20 or less, I recommend you get both Smile

WiFiMe is more convenient -- no PCB sticking out the back of your DS -- but PassMe allows you to play/show off your DS stuff away from your computer.
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NerdSaturday, May 14th 2005.

OrR

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You can always flash your firmware so that you never need a PassMe or WifiMe again.
NerdSaturday, May 14th 2005.

Maxwell

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OrR

You can always flash your firmware so that you never need a PassMe or WifiMe again.


Really? Link?

Also, such a firmware modification would break commercial DS games, so that's not a very attractive option.
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NerdSaturday, May 14th 2005.

comatose

Manic mouser ^_^

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Location: Bombing your nightmares.

Maxwell

Really? Link?

Also, such a firmware modification would break commercial DS games, so that's not a very attractive option.


That is not what I've heard about the firmware hack. http://forum.gbadev.org/viewtopic.php?t=5419 -skip through that.
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NerdSunday, May 15th 2005.

Maxwell

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comatose

That is not what I've heard about the firmware hack. http://forum.gbadev.org/viewtopic.php?t=5419 -skip through that.


I stand corrected. I haven't been following the firmware very closely, and they've made serious progress.

With the new firmware installed,


  • The button combination A+B+X+Y, gamecode "PASS" or title "DSBooter" on the GBA cartridge automatically starts program from GBA cartridge (starting from offset 0xC0).
  • To convert an .nds file into a FlashMe/PassMe binary, you need to append it to an nds loader
  • backlight fades in
  • the health screen is removed [Yay! -Ed.]
  • RSA signature check for uploading and running NDS files is removed [You can directly download homebrew programs over the wireless! -Ed.]


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NerdSaturday, May 28th 2005.

tepples

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Yes, luminesweeper will be for the GBA. And you can now download a work in progress ROM from here, but right now it only has the minesweeper part while I work on how to get the lumines logic to happen. No, the scoring won't be the same.

Or you could always play Verticube.
NerdSunday, May 29th 2005.

NinjaChief

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Here's my "I hope they get freaking sued!" dance...

Banana Dance
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NerdSunday, May 29th 2005.

Koji

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NinjaChief

"I hope they get freaking sued!"



WTF...


Whoa, hey there, tepples. Smile I'll be sure to try that, but I'm looking forward to the other part, since I'm not really a fan of minesweeper. And I don't really have a flash cart yet, so no trying it on hardware for now...

Also, I had no idea there was a Lumines clone for Windows, I'll try that one too. Wink

EDIT: Tried it, it works fine on VBA. It kind of played itself after I clicked somewhere... I don't get it. But it worked flawlessly either way. Keep it up!

NerdThursday, June 16th 2005.

tepples

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You hope who gets sued?



Anyway, Luminesweeper has progressed. The right side now supports more of the familiar minesweeper play (B for flagging and B+A for open-around). More to the point, there's an animated demo of the graphics of the left side. It's still sparse, and there's still no gameplay, but I'd like comments on the style of the playfield graphics.
NerdThursday, June 16th 2005.

AxeUnleashed

Banned

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Location: Dearborn

download the visualboy advance from ngemu.com (very legal for homebrew games), and play the file using the emulator.
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NerdFriday, June 17th 2005.

Koji

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The spikes behind the sweeper look funky, but otherwise I'd say the graphics get the job done, moreso if you'll make some pallette swaps to keep things interesting. Wink

Good to see some progress.
NerdFriday, June 17th 2005.

Maxwell

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Really nice visual style -- Right is certainly unique, though the automatic cleanup makes it less thoughtful. I can't wait for Left to add gameplay, though, as it's looking pretty darn good.

Thanks for the update and your work, tepples Smile
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NerdSunday, June 19th 2005.

tepples

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And then it hit me: the visual style of the menus (light text in Arial Bold on a plain dark background) is just like that of jackass.

Anyway:



I got gameplay working last night and showed it to the fellow in the video game department at meijer. He liked it.
NerdSunday, June 19th 2005.

Koji

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Great! Now lemme at it. Smile
NerdMonday, June 20th 2005.

tepples

Nerd

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Gameplay works now, and scoring works now. Go grab the latest version.
NerdTuesday, June 21st 2005.

Tshroom

R.I.P. Gamecube

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Location: Texas

the blocks could look a little more 3D if they were lighter in the middle and darker on the edges... with some cool midi tunes this homebrew could be one of the best.
NerdTuesday, June 21st 2005.

Koji

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Ooh, that was awesome! I've never played Lumines, though it looked pretty easy, and I now realized that it's not. Cool. A bit like Tetris.

Say, if I wanted to create alternate graphics for it, would you consider adding them in, tepples? Maybe you could implement a feature like the original Lumines, where music and graphics sets change constantly. Anyway, just say 'hit me' and I'll play with some ideas and show you, so you can decide, ne?
NerdTuesday, June 21st 2005.

Maxwell

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Awesome. This is a Micro killer app right here Smile
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NerdTuesday, June 21st 2005.

tepples

Nerd

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Koji

Ooh, that was awesome! I've never played Lumines, though it looked pretty easy, and I now realized that it's not. Cool. A bit like Tetris.


I ought to create a vmv (VisualBoyAdvance recorded gameplay file) showing my own play.

Say, if I wanted to create alternate graphics for it, would you consider adding them in, tepples?


If you want to supply original graphics and/or original music (in s3m format or even in mono mp3 format), please do so. I'll start work on a skin template for game left. Until then, here are some design constraints to play with:

  • A background image is 240x160 pixels and 16 colors. [*](THIS NO LONGER APPLIES) The game engine will draw the border around the playfield and automatically darken/lighten the background inside the playfield by duplicating the palette. [*]Music needs to run at a constant BPM and 4/4 time, as each pass of the sweeper is intended to represent sixteen 8th notes. [*]Music should loop after about 2 minutes, either to the beginning (da capo) or from some other point in the recording (dal segno).
In game left:
    [*]Tiles are 12x12 pixels. [*]All dark (currently orange) tiles share a 15-color palette; all light (currently light gray) tiles share a separate 15-color palette. I say "15" because the 16th color index is transparent. [*](THIS HAS BEEN CHANGED) The playfield is 192x120 pixels in size and its upper left corner is (32, 36) (32, 32).
In game right:
    [*]Tiles are 8x8 pixels. [*]All tiles currently share one 15-color palette; this is subject to change once I learn how much VRAM and palette memory the skin system will need. [*](THIS HAD A TYPO) The expert playfield is 240x128 pixels in size and its upper left corner is (32, 36) (0, 32). However, allow for smaller playfields if the player chooses beginner or intermediate level.


EDIT: Here's a template for tiles in game left


EDIT^2: The rules have been changed; see below. Oh, and vB uses relative sizes (normal = 2) rather than the pixel sizes (normal = 12) used by vB.
NerdTuesday, June 21st 2005.

Tshroom

R.I.P. Gamecube

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wow.. you might just have a team before you even finish this project.. This might be a commercial quality game when its done.. too bad its a clone... otherwise you could have tried to market it. still though keep up the good work I always love a good free game.
NerdWednesday, June 22nd 2005.

Koji

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Weeee. Smile

But please reconsider that about automatically darkening the background of the playfield. It'd really give me a lot more space to work with if you just left it up to me (or ayone who decides to contribute). Besides, the end result would look crappy like a Winamp skin made with a skinner. Wink

EDIT: Oh, by the way, I'm a graphic designer, hence why I'm interested in this, but I have no experience making music. I'd love to create graphics for somebody's composition, though, or the other way around. *looks at NightsB*
NerdWednesday, June 22nd 2005.

Koji

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OK, here's a quick one. Comment and criticize, people.





I'm aware of some of its problems, like that sweepable groups of tiles are not distinguishable enough from the rest, which I plan to fix. Also, there's a bunch of alternative sweeped blocks I put there; I mostly made all those just to see what worked best. It doesn't mean that the one I ended up using in the 'in-game' pic is the one I decided upon, though.

I may decide to add some anti-aliasing to it. I may not. It looks fine right now, at least, in my opinion.


EDIT: Oh, tepples, one thing... From some videos I've watched, in Lumines, blocks don't fall by themselves. I could be wrong and there's just a huge delay before they start falling, but then that delay is seriously long. I hope someone can confirm this.
NerdWednesday, June 22nd 2005.

tepples

Nerd

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Tshroom

This might be a commercial quality game when its done.. too bad its a clone... otherwise you could have tried to market it.


Linus Torvalds made a clone of the UNIX system and gave it to the public as free software. One point of this exercise is to have something to put on my resume. We won't be trying to market the game per se but rather trying to market our future labor to employers.

Another business model is give the game away for free and sell the skins.

Koji

But please reconsider that about automatically darkening the background of the playfield. It'd really give me a lot more space to work with if you just left it up to me (or ayone who decides to contribute). Besides, the end result would look crappy like a Winamp skin made with a skinner. Wink


I can reconsider, but if a skin included its own frame, then it wouldn't work with both game left and (the four different known board sizes of) game right. I guess I'll let each skin specify 15 colors for the inside of the playfield and 15 colors for the outside.

From some videos I've watched, in Lumines, blocks don't fall by themselves.


They don't here either. I've added a delay of 1.0 second, and I can make it longer.

NerdWednesday, June 22nd 2005.

Koji

Posts: 1,309

Join Date: Oct 2004

tepples

I can reconsider, but if a skin included its own frame, then it wouldn't work with both game left and (the four different known board sizes of) game right. I guess I'll let each skin specify 15 colors for the inside of the playfield and 15 colors for the outside.



Both games are too different to use the same skin. I mean, I could create a version of a left game skin for the right game, but why would the background have to be the same for both? A different solution has to be implemented for each game.

tepples

They don't here either. I've added a delay of 1.0 second, and I can make it longer.



They do. Within a second. Wink

NerdWednesday, June 22nd 2005.

Tshroom

R.I.P. Gamecube

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oh! i just remembered a great song composed in boy scout advanced that would be awesome to use.. You might have to get permission from from saim, but its called groove boy. if you dont have it I can send it to you.. its the best song ever..
NerdThursday, June 23rd 2005.

Koji

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Tshroom

if you dont have it I can send it to you.. its the best song ever..



Was that for me?

NerdTuesday, June 28th 2005.

jmr

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tepples

If you want to supply original graphics and/or original music (in s3m format or even in mono mp3 format), please do so.



I whipped that up in about 5 minutes... if you like it, use it. If you want more, let me know.

NerdTuesday, June 28th 2005.

tepples

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It's a good start, but I don't really like the blue beveled rounded border given that the game itself goes from edge to edge.

And I've revised the skin rules for game left to make them 1. line up better on the GBA hardware's tile grid and 2. easier for skinners to understand:

A background consists of two images: an outer background (240x160 pixels) and an inner background (192x120 pixels, same size as the playfield). Each has 16 colors available, but only 31 colors total: if both the outer background and the inner background use 16 distinct colors each, they must share at least one color. The inner background is placed with its upper left corner at (32, 32) on the outer background, not (32, 36) as before.

Tiles are still 12x12 pixels each, and there are four 15-color palettes associated with playfield objects: colors of H blocks, colors of R blocks, colors of swept blocks, colors of sweeper. The skin compiler will automatically break up a 256-color indexed color image into the proper palettes.

Digits image, 80x8 pixels, should contain the glyphs 0-9. You get 15 colors plus transparency. Digits can be drawn condensed (6 or 7 pixel tracking), normal (8 pixel tracking), or extended (9 or 10 pixel tracking).

The skin system for game right hasn't been ironed out yet.
NerdWednesday, June 29th 2005.

Koji

Posts: 1,309

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Sounds great, but I only have a few questions:

tepples

A background consists of two images: an outer background (240x160 pixels) and an inner background (192x120 pixels, same size as the playfield).



What's the need to make two separate backgrounds, if its size or placement is not variable? A single background should do for that matter.

tepples

Digits image, 80x8 pixels, should contain the glyphs 0-9. You get 15 colors plus transparency. Digits can be drawn condensed (6 or 7 pixel tracking), normal (8 pixel tracking), or extended (9 or 10 pixel tracking).



This is monospaced, right?

NerdWednesday, June 29th 2005.

jmr

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Koji

What's the need to make two separate backgrounds, if its size or placement is not variable? A single background should do for that matter.

My guess is that you can use two seperate palettes for the BG if you use two different images.


Consider this Version 2 of the BG posted above.

NerdWednesday, June 29th 2005.

Koji

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jmr

My guess is that you can use two seperate palettes for the BG if you use two different images.



Sure, but couldn't you just double the palette for the single BG picture to achieve the same results?

NerdWednesday, June 29th 2005.

tepples

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Koji

Sure, but couldn't you just double the palette for the single BG picture to achieve the same results?


No, because most PC image editing programs (Photoshop, PSP, GIMP, etc) don't understand how 16-bit game consoles treat indexed color.

A console typically has a small number of 15-color palettes available to backgrounds. (The Genesis has 4, the Super NES has 8, and the GBA has 16. Many games don't use all of them; in fact Sonic Advance uses only the first 4 because it was probably made with graphic assets from a canceled Genesis game.) A background layer can choose one of the palettes for each 8x8 tile, and unless you use multiple layers, the pixels of a single tile can use colors from only one palette.

However, most paint programs assume that every pixel in the image has access to all the colors in the palette. If you tell the paint program to "convert this image to indexed color, constructing an optimal 30-color palette", then it won't know that you can only use up to 15 in this region and up to 15 in that region. But if you know that one region will use one palette and another region will use another palette, you can split the image into two and tell the paint program to construct a 16-color palette for each separate image. That's why I split the background into outer and inner sections. If your paint program supports separate palettes per layer (many animated GIF construction programs do), then tell it to use 15 colors per layer.

But if you want to use only 16 colors for the whole screen, or if you have an image editor that understands console graphics, then tell the skin compiler to use the same file for the inner and outer background, and the skin compiler will do the right thing if possible.

EDIT: This is what jmr's background would look like (using the default skin for blocks):



And yes, digits are monospaced. I thought everyone knew that digits are monospaced in most fonts because that helps numbers line up better in spreadsheet programs. There's no real reason to require that they be monospaced, as each digit is drawn with a separate sprite, but it just looks tidier with monospaced digits.

Speaking of mono, how much should the "monochrome" (all blocks on playfield are one color) and "empty" (no blocks on playfield) bonuses be worth?

NerdWednesday, June 29th 2005.

jmr

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Here's a block-skin.

It's only 33 colors total... so it should work in-game!
NerdWednesday, June 29th 2005.

Koji

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tepples

Sonic Advance uses only the first 4 because it was probably made with graphic assets from a canceled Genesis game.



Heh, that's a fun fact.

OK, I get your point, thanks for clearing it up for me.

And I figured digits would be monospaced, but your talk about different widths confused me a bit, that's all.

I've no idea how to properly handle scoring in a game, so I won't make a comment on the mono and clear bonuses. I wish I knew someone who had a PSP and Lumines, though.

jmr, you shouldn't have dithered the colors, just scale down the palette again but with no dither or difussion and it should look good.

NerdThursday, June 30th 2005.

tepples

Nerd

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Koji

And I figured digits would be monospaced, but your talk about different widths confused me a bit, that's all.


Does this make it any clearer?

NerdThursday, June 30th 2005.

Koji

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tepples

Does this make it any clearer?



It was clear before that, but thanks.

NerdThursday, June 30th 2005.

Tshroom

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JMR! thats what I was talking about earlier.. giving the blocks a 3D effect.. that skin would look sweet.
NerdFriday, July 1st 2005.

tepples

Nerd

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I finally went and did it. I played used Lumines (U) on a used PSP for about 10 minutes in a local independent game store.

Current bugs

In [left], you can't make a BLAWK on top of the sweeper. In Lumines you can; it'll sweep only the right half of it. This seems consistent with one of the secret tips for beating the 2x puzzles.

The initial speed of falling pieces was spot-on (2 tiles per second). In the first couple skins, it takes roughly 3 seconds for a piece to start falling by itself, not 2 as in the current [left] build.

The scoring in Lumines is completely different, but it is multiplied by the level number, just as in Tetris for NES and Game Boy. Moving a block down one space is worth 1 point, just as in Puyo or Tetris. Each BLAWK is worth 40 points.

In Lumines, the deletes counter above the sweeper increases only when the swept blocks are removed, that is, when the sweeper hits an empty row or the right side (which triggers falling), not immediately when it hits northwests.

Whenever a BLAWK is formed in Lumines, a translucent outline is displayed momentarily, with the number of BLAWKs on the screen above it.

[left] doesn't yet have the bomb (called "destroyer" or "over" in some FAQs), but I know roughly how it works. Single blocks connected to it disappear but do not add deletes.

The sound effects of Lumines vary per level. [left] does not yet have sound effects.

Things I didn't get to test

Multipliers apparently kick in starting at four BLAWKs in one pass. I didn't try it long enough to see the exact behavior of the multiplier.

I don't know whether single blocks connected to a bomb affect the score.

I didn't try for any 'unicolor' or 'all clear' bonuses; I was more interested in making sure the control was perfect (and it was Smile ).

I'll have to wait until there's another GBA or PS2 game that I want to buy, in order to give me an excuse to go back and try it again.

I don't know how fast the falling blocks speed up in later levels.
NerdFriday, July 1st 2005.

Koji

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A couple of extra tips. Bear in mind that I've never played the game, this comes from watching videos and reading reviews and impressions.

- Sound effects not only change per skin, they adjust to the beat (so if you, for instance, move the falling block halfway through a beat, the sound will actually play half a beat later.)
- Music changes dinamically depending on how well you're doing.
- As you progress, the game does not speed up. I mean, the sweeper doesn't cycle faster, nor do the blocks drop faster. Actually, both variables are independent, and their different values make for different play styles for each skin.

So, what game did you get?
NerdFriday, July 1st 2005.

tepples

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Koji

- Sound effects not only change per skin, they adjust to the beat (so if you, for instance, move the falling block halfway through a beat, the sound will actually play half a beat later.)


I noticed something similar, but it just felt like mixer lag to me. You're not supposed to have mixer lag on a console.

- Music changes dinamically depending on how well you're doing.


In what way? Is it anything like the music in Super Mario 64's water levels, which add a consonant harmony layer or a percussion layer depending on what sector of the map the camera is in? Or did "how well you're doing" in the video just correspond to how far along the the song was?

- As you progress, the game does not speed up. I mean, the sweeper doesn't cycle faster, nor do the blocks drop faster. Actually, both variables are independent, and their different values make for different play styles for each skin.


From what I've read in GameFAQs, the speed of the blocks increases more or less monotonously as the game progresses (as in almost any puzzle game), but the sweeper always cycles once every 16 eighth notes of the music.

So, what game did you get?


My 10-year-old cousin got a Game Boy Camera for $20.

Anyway, new build 20050701 incorporates a few changes to behavior, and now I'm keeping a log of changes to the behavior of corner cases.

NerdSaturday, July 2nd 2005.

Koji

Posts: 1,309

Join Date: Oct 2004

tepples

In what way? Is it anything like the music in Super Mario 64's water levels, which add a consonant harmony layer or a percussion layer depending on what sector of the map the camera is in? Or did "how well you're doing" in the video just correspond to how far along the the song was?



I have no idea. I don't base that from videos, but from some impressions somewhere. I'll go look at some videos to check, though.

*Goes.*

Hmm, nope, I can't see any changes, though that might be because whomever is playing in them pretty much sucks. Or maybe the comment was just regarding the sound effects (since there are special SFX when you get some bonus or things of the sort.)

Oh, what I did hear is a loop fade in. I don't know if that's how the original song is, though (it was Shinin' by Mondo Grosso.)

tepples

From what I've read in GameFAQs, the speed of the blocks increases more or less monotonously as the game progresses (as in almost any puzzle game), but the sweeper always cycles once every 16 eighth notes of the music.



Hmm, but since songs have different tempos, maybe that's where that came from. At least from some videos, the sweeper does move at different speeds, though I've yet to see the blocks fall down by themselves, so I can't comment on that.

tepples

My 10-year-old cousin got a Game Boy Camera for $20.



Hot. I love the GB Camera.

EDIT: Ooh, I played the latest build, and it was great. Gameplay feels very polished right now. Good work!

NerdSaturday, July 2nd 2005.

tepples

Nerd

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though that might be because whomever is playing in them pretty much sucks.


Once I get game left to a certain level of Luminesimiltude, I'm going to have to include a VBA movie file of my gameplay in order to diminish the general "all lumines videos on the intarweb are of poor players" factor.

NerdMonday, July 18th 2005.

tepples

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Imagine what it would be like with music.

In fact, don't imagine; just get the new build.
NerdFriday, August 26th 2005.

tepples

Nerd

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A month later ... everybody do the bump!

Development slowed down when I didn't get any feedback from you fellas. Anyway, there's a new build now with sound effects, and it actually gets harder over time. But compared to the PSP version, I suspect that it might get hard too quickly.

get it
NerdFriday, August 26th 2005.

Orangeade

Lakitu

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awsum
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NerdSaturday, August 27th 2005.

Koji

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I suspect that with the needed hardware, I could hear the music, but since I don't have it, I can't hear it through VBA. That's why I never gave you any feedback, but it sure looks like it's growing better. Sound effects sound pretty good for old hardware bleeps.
NerdSaturday, August 27th 2005.

zoink

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Wow. I just tried this game and it's really fun. Looks great with the background image; music is cool with the sweeper moving in time.. Impressive work -- thank you!
 
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