He-Man

Complete HE-MAN 2019

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Project is completed.
GarMod said:
Level with moving platforms seems bugged. Its nearly impossible to get past the hands.
Its very easy oncce You know its pattern, jusst observe And Pick right moment to jump, Maybe even too easy but people dont expect IT to have pattern maybe hence the confusion
 
Karl Jablonski said:
Hi, just wanted to let you know the game is great, I'm playing through it right now.  Quick question though, is it possible to use a game pad/controller with the game?  It doesn't seem to recognize any of my Windows controllers (XBOX controller), even with keyboard emulating software installed (and the Gamepads Enabled option).  Is there something I'm missing to get this to work?

Let me know,
Thanks.

are you using any flightstick or wheels, or wiimotes or gamecube adapters?
sometimes other controller drivers interfere with openbor's mapping of other controllers (you get sticks functioning as buttons & other weird stuff)
you have to figure out how to disable the drivers before mapping Openbor's buttons (or just uninstall them)
Also make sure that bumpers & analogs a calibrated, because any slight pressure on anything analog activates a mapped button.
Its better to use the digital cross & digital bumpers.

bWWd

was the decision to be able to choose the same characters on purpose, or is it because there seem to be currently no way to activate nosame for players 3 & 4?

(its weird to play as 4 he-men)
 
dafamily said:
Here's my playthrough of the latest version bro:

https://www.youtube.com/watch?v=lwZRX33a89w

The Cambro mission is a pain in the ass lol, it took a few tries to beat it!!!  I noticed if your not careful you'll be your ass handed to you by a whole bunch of enemies lol, that's why I picked the cats (Battlecat/Panthor) so I could get up lives easily then choose different characters to play as!!!  You really do need four players to play this, it doesn't do the game justice!!

Sometimes I wasn't really able to see my character because of the mist filter you have over the level like Orko, and I noticed he's hard at trying to pick up health as well:

https://youtu.be/lwZRX33a89w?t=3509

Other than that it's pretty good bro, doesn't feel like a demo at all!!  Do you plan on adding anything other to this like cutscenes, more characters, etc. or are you done!!  I would like to see an different intro than the one you used (the regular filmnation one) though your probably going for nostalgia!! 

I remembered you were making an TMNT game, anything about that or is it still a work in progress!!  Anyways thanks for the game again bro, greatly appreciated looking forward to see what you come up with next!! ;D
yeah that mission is  a pain!! I never finish for that incredible hard mission!!
 
Patrickbeyondthetoonroom Moore said:
I accidentally deactivated my controller options on He-Man and I was wondering is there a way to get it back?

delete the .cgf file with the he-man demo name that matches the .pak file & then configure your controller again
 
I'm playing it on Playstation Classic using Auto Bleem as I just installed the .pak.

I just downloaded the Crono Crash version from here and I may have to delete the .pak I got from the maker's site and replace it with the one here.
 
hey patricktheshortestusernameonchronocrash that idea about different versions dont click with me, i dont like new adv and heman from 2ks has mehhy designs but good scripts for storyline, i only like filmations heman.
Butbi did make mattel figures version of heman sprites and skeletor , i like that.
 
bWWd said:
hey patricktheshortestusernameonchronocrash that idea about different versions dont click with me, i dont like new adv and heman from 2ks has mehhy designs but good scripts for storyline, i only like filmations heman.
Butbi did make mattel figures version of heman sprites and skeletor , i like that.

I'm okay with that.  Maybe for an update, I like to see Bravestarr, Blackstar, and maybe a few other 80's cartoon heroes as DLC. No Transformers.
 
Experiments with new idle and walk
33sGH.gif
33sGJ.gif
33sGK.gif

old one
d6stdzp-efcf1f8b-fc55-4c36-b205-b5768594798d.gif
 
Yes, I prefer the old one too, It is less exaggerated, and does not seem to be dancing instead of doing a battle stance. Although it would still be interesting if you combined them in some way. Is it possible to have two different idle animations randomized, or the new one run first, then the old one indefinitely until you walk again? It would make it quite interesting like that.
 

I changed some walks
35dyV.gif
35dyX.gif

old one :
35dyY.gif

With animations its a few details that you have to understand and know, so basic moves look more natural, it was too stiff with legs, now its kinda more like it should be.
 
Okay, it looks great and i love it! But.. the unnecessary use of cameratype 1 makes me break my silence and we need to talk about it! Right now i have to go to sleep but be warned, tomorrow i will try to contact you and give you some hard time about it.
 
Good progress in the walk!
I whish I can animate like you, so I don't have to do all frames with pixels ^^
 
hi, part of the game with the labyrinth is slowed down on pi3B / Batocera / no overclock. He-Man version 2.0 gamejolt
Bravo bWWd for your incredible work
 
Youre right, i know about this, its slowing down on android devices and i have to figure out another way to create this level, theres too many entities/walls , i should merge the ones that are on the same Z axis to save some memory.There is 18 rows , so i have to reduce all entities to 18 .Currently there are  120 entities at once :o
It means that entity graphics needs to be 3800 pixels long, im not sure if this change will save memory... entity count will be smaller but actual graphics would take more kilobytes of memory.
Damon Caskey  can You elaborate whats the best solution ? Labirynth stage is built from small blocks of walls, single entities each with platform command in idle animation to create pathways and block the area, would it help if i would conver each of 18 rows to single entities, some of them would have to be like 3800 pixels long instead of 450 pixels.So maybe its multiple platforms that create the slowdown , not actual entity count ? ( OK i tested it, it doesnt make any difference if platform code is in idle or not, its still slowing down)
Will this change relive cpu from performing and fix the slowdown noticeably ? Is if worth it ? Or whats the best solution to create this kind of level ? Each wall must stop players and enemies to walk through it.
35xBQ.jpg
 
bWWd said:

bWWd,

Before I say anything, I want to iterate the first rule of optimizing, benchmark. Basically, it means no matter how logical it might seem looking at code, you never know if an optimization will work until you test it. There's no "benchmark" tool for OpenBOR modules, so real world testing is your only option.

Logically, reducing the number of entities will reduce the engine's load, and here's why:

Whenever there is a platform or wall on in the level, the engine is always checking against it. The computer can't think like a human and go - "oh, well that player is on the other side of the room, I don't need to run calculations to see if he's touching this wall/platform." There are some complex algorithms you can add to try and do that, but they have their own problems and that's another discussion. Worse, OpenBOR uses floating points for its platforms and walls. You'll note Roel pointed out he avoids them in his platform games. Floating points are expensive (but they are needed for precision since OpenBOR is a 3D world).

In short, walls and platforms are expensive. But, here's the upside - it's a fixed expense per object. Unless you you get into ridiculous number ranges, it doesn't matter if a size is 500 or 5000. The formula is the same and you won't notice any difference.

On the other hand, every time you put an object on in play, OpenBOR has to add it to some check loop. More entities - more iterations. More platforms, moar iterations. In the case of walls and platforms, each being a fixed expense.

IOW, yes, you should be better off with fewer, larger, walls and entities than tons of smaller ones. I would also prefer walls over platforms when possible, because no matter how much you optimize them, platform entities still have a lot of unused logic running. But back to the first statement - just because it makes logical sense doesn't mean that's what will happen. I know it could be work for nothing, but my suggestion is rebuild with larger objects, and test it vs. the old one to be sure.

If that STILL doesn't work, I once experimented with a scripted concept that spawned and destroyed fixed entities as needed to keep them out of play when they weren't on screen. The script itself was fairly expensive, but it was a big net gain overall compared to leaving everything in play at once. I ended up scrapping it because for me it was just unnecessary complexity, but it could be something to think about for you.

DC
 
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