FPS development

(Pedro) #41

Really impressive! You’re pushing the limits of the Arduboy

(Michael Gollnick) #42

Thx. I need to fix a few bugs, then I can continue to work down the missing feature list.

(Felipe Manga) #43

You might want to add &skin=Pipboy to the link to make it extra immersive. :laughing:

(Michael Gollnick) #44

Oh yeah. Thanks a lot. That looks great :star_struck:

(Michael Gollnick) #45

Minor update.

  1. Added strafe (hold A then press Left or right).
  2. Fixed some movement bugs.
  3. Movable walls inflict damage (just for testing).

Same binary in the repo, just updated it.

Play it in ProjectABE:


Or extra immersive (thx to @FManga) :


B - Fire
A - Action (like open the door, or hold to strafe left and right)


(Michael Gollnick) #46

Hmm for some reason ProjectABE always opens the old binary although it was updated on the github server. Does anybody know what I would have done wrong?

(Felipe Manga) #47

Could be your browser cache. Does it get the right file in incognito mode?

(Michael Gollnick) #48

Oh, yes you are right. That works. Many thanks. :slight_smile:

(Michael Gollnick) #49

Small update. Basically the movement is finished. I am happy to say that because it really gave me some headache. Finally its done and I can continue to work on more fun stuff.
Currently I am shaving off some PROGMEM to finish the feature list of my engine. I could already improve the speed further and gain ~400 bytes. The code is currently very clumsy so it should be easy to find at least 2k.

So the new preview binary is not so much different from the old one. Mainly inner reworks to add more features.


Btw, did anybody tried it on a real Arduboy?


(Holmes) #50

I wish that I could use both the Up and a Left/Right button at the same time.

(Stephane C) #51

I love the fact that we can strate by holding A !!

(Michael Gollnick) #52

You mean strafe left or right while moving forward? I can check if I can manage to get that done.

(Holmes) #53

No, I mean Left+Up and Right+Up . :slight_smile:

(Pharap) #54

If you need help reducing code size, let me know.

(Michael Gollnick) #55

Many thanks. I think I could really need some help sooner or later. Currently the code is kind of a mess and probably you will scream for a whole week after the first contact with my code. :wink:

Anyway I think I will add the last features that I had in mind and then publish the code and see for the help of the community to gain more performance and add nice graphics and sound. Maybe we can make a great community game out of it. I could also really need some help then to create a nice gameplay.

(Michael Gollnick) #56

Does anybody has a good idea which sound library I could use for some basic shooting and environment sounds? I’d like to add atmlib/atmlib2 but I think at the moment this would cost too much effort to add this so I postpone this till I have shared the code so all people can help to fit it in (it probably will with some more brain power).
But at the moment I need something simple that is not too big and is not eating up too much of the CPU.

Any help here is appreciated. :smiley:

(James Howard) #57

If you use the ArduboyTones library then you could use the Wolfenstein 3D PC speaker sound effects:

(Scott) #58

If you just want single beeps and other tones, with no background music, you could consider using the BeepPin1 and/or BeepPin2 classes included with the Arduboy2 library.

(Michael Gollnick) #59

Thanks for your pointers @jhhoward and @MLXXXp. I will try out both and see what fits best. Tendency is probably the BeepPin classes as for now I am just interested to get some sound in and later free up more PROGMEM to get e.g. ATMLIB integrated.

(Michael Gollnick) #60

Third preview available. I could free quite some PROGMEM and added a few more fancy things.

  1. Enemy movement now fixed.
  2. Enemies are also affected by moving walls (pushed back, take damage)
  3. Weapon changes now also in the HUD (all dummy graphics)
  4. Performance improvement with sprites
  5. Items now move up and down.
  6. Added more textures.


The textures can also change dynamically but I have no good graphics available to show that off. I’ll work on that for the next preview.