Author Topic: Barbie Seahorse Adventures  (Read 10044 times)

Nebuleon

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Barbie Seahorse Adventures
« on: December 06, 2014, 12:34:53 am »
My last project for the GCW Zero is a port of Barbie Seahorse Adventures. It is a fun little platformer made by The Olde Battleaxe for the PyWeek 4 contest.




Plot

You're a seahorse, and you have to go to the Moon! There are enemies in your way, which you must defeat, and landscapes that will end up confusing you...

You shoot bubbles from your... face... and those bubbles destroy enemies and turn them into bubbles, which you can ride to raise yourself to new heights. Three bubbles from your face are enough to defeat most enemies, or one if you have hair, but there is one thing that your bubbles cannot defeat alone...

Controls

D-pad to move
A or Y to jump
B or X to shoot
Start to pause; Select while paused to quit the game

Notes about this port

There are two versions of Barbie Seahorse Adventures. There was the PyWeek 4 version, seen by the judges, and then there was a second release to fix some things that were wrong with the game. The GCW Zero port is based on the second release (v. 1.1), and has many optimisations and one fix for a crasher on top.

Both original versions worked out-of-the-box on the GCW Zero. However, optimisations were required due to the majority of the levels getting only 30 FPS, and Jungle-5 getting only 12 FPS. In the port, most levels are 60 FPS, with only a few areas with many collectible objects getting 30 FPS... that is, until you collect the objects!

Links

Download: http://www.gcw-zero.com/file.php?file=barbiesa-1.1.5.opk
Source: https://github.com/Nebuleon/barbie-seahorse-adventures

Entry on PyWeek 4: https://www.pyweek.org/e/toba4/
Team's Web site (for the second release): http://www.imitationpickles.org/barbie/
« Last Edit: December 07, 2014, 12:57:33 am by Nebuleon »

computerguy

  • Posts: 37
Re: Barbie Seahorse Adventures
« Reply #1 on: December 06, 2014, 02:21:20 am »
Thanks for the port Nebuleon great to see more games being ported to the gcw zero

Gab1975

  • Posts: 1165
Re: Barbie Seahorse Adventures
« Reply #2 on: December 06, 2014, 10:12:17 am »
Thanks for the porting! A really funny platform-game... NES graphic style with the addition of some "special effect" in SNES style! ;)

Orion4874

  • Posts: 229
Re: Barbie Seahorse Adventures
« Reply #3 on: December 07, 2014, 07:03:25 am »
Nice game, thanks for the excellent work on porting it!


Kouen Hasuki

  • Posts: 155
Re: Barbie Seahorse Adventures
« Reply #4 on: December 07, 2014, 09:28:45 am »
Awww... 404 on the download link

zear

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  • Posts: 2381
Re: Barbie Seahorse Adventures
« Reply #5 on: December 07, 2014, 11:43:59 am »
Awww... 404 on the download link
Works fine here.

Kouen Hasuki

  • Posts: 155
Re: Barbie Seahorse Adventures
« Reply #6 on: December 07, 2014, 03:27:57 pm »
Seems to be working now, maybe there was an issue on dropbox's end :P

Nebuleon

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Re: Barbie Seahorse Adventures
« Reply #7 on: December 07, 2014, 08:49:21 pm »
As of when you posted, the link was not even to Dropbox; it was to gcw-zero.com.

Xaijiqq

  • Posts: 450
Re: Barbie Seahorse Adventures
« Reply #8 on: December 07, 2014, 09:30:47 pm »

Fluxchar

  • Posts: 127
Re: Barbie Seahorse Adventures
« Reply #9 on: December 08, 2014, 04:38:57 pm »
this looks awesome. cant wait to DL when i get home.

qbertaddict

  • The Doctor
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Re: Barbie Seahorse Adventures
« Reply #10 on: December 09, 2014, 09:49:50 am »
This game is so much fun. I got a video of it that I will upload soon. Nice job nebuleon

Kouen Hasuki

  • Posts: 155
Re: Barbie Seahorse Adventures
« Reply #11 on: December 18, 2014, 08:00:51 am »
Good game this :)

Aeter

  • Posts: 329
Re: Barbie Seahorse Adventures
« Reply #12 on: December 19, 2014, 02:36:21 am »
Awesome port Nebuleon.
It's games like these that make me love this little device.
~cucullus non facit monachum~

Gab1975

  • Posts: 1165
Re: Barbie Seahorse Adventures
« Reply #13 on: December 20, 2014, 08:21:37 am »
I played with this funny game for a while and I noticed that when there are many sprites/objects the action slows down... it's not a big "issue", but I'm wondering if the game code needs an optimization or the slowdowns are a "programming choice"...
« Last Edit: December 20, 2014, 08:23:34 am by Gab1975 »

Nebuleon

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Re: Barbie Seahorse Adventures
« Reply #14 on: December 20, 2014, 09:52:05 am »
This is written in the OP.

In short, PyGame is too slow for real use on the GCW, and this game proves it.

Gab1975

  • Posts: 1165
Re: Barbie Seahorse Adventures
« Reply #15 on: December 20, 2014, 11:41:11 am »
This is written in the OP.

In short, PyGame is too slow for real use on the GCW, and this game proves it.

Ops, I didn't read well the "Notes" in the OP...  it was a "slip of the tongue" ! :P

In any case, the game remains always fully playable! ;)

lekatdotnet

  • Posts: 17
Re: Barbie Seahorse Adventures
« Reply #16 on: December 20, 2014, 01:23:04 pm »
The big panda sprite is slowing the game down. Also I don't understand how collision to it is intended. Else it works really well especially that thing with the elevation on dead enemies souls. Level design is awesome. It's tricky without chasing the player to go back and forth. I think in the 90s they still analysed big enemies to have multiple sprites to avoid issues like that panda if it wasn't for Street Fighter or such.

Nebuleon

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Re: Barbie Seahorse Adventures
« Reply #17 on: December 20, 2014, 08:25:54 pm »
The big panda sprite is slowing the game down. Also I don't understand how collision to it is intended. Else it works really well especially that thing with the elevation on dead enemies souls. Level design is awesome. It's tricky without chasing the player to go back and forth. I think in the 90s they still analysed big enemies to have multiple sprites to avoid issues like that panda if it wasn't for Street Fighter or such.
Feel free to try optimising the game even more; the source code with my optimisations so far is at https://github.com/Nebuleon/barbie-seahorse-adventures . The main optimisation has been to draw the background all at once instead of tile-by-tile; this alone was a 2x to 4x speedup.

 

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