Label qualité

Créations

Aurélien Rodot

il y a 1 an

Pourquoi ferais-je cela?

Pour que plus de monde s'amuse avec ton jeu! On le mettra dans toutes les nouvelles Gamebuino (avec ton accord).

Montrer l'exemple. Si ton jeu est bien fait et bien documenté, d'autres te suivrons.

Être payé. Étape 1 Label Qualité - Étape 2 - Étape 3 Profit (nah, pour de vrai, on en reparle plus tard).

Comment puis-je m'inscrire?

Sois sûr d'être en accord avec tous les points ci-dessous et envois nous un message par chat :)

Les points en gras sont obligatoires. Les autres sont optionnels, tu en as peut-être pas besoin. C'est juste un guide pour t'aider.

Structure de ficher

Avoir le jeu avec les fichiers sources + les fichiers binaires sur GitHub (ou repos similaires) avec la structure suivante.

Supposons que ton jeu s'appelle 'MyGame':

  • Le fichier binaire a copier/coller sur la carte microSD
    • binaries/MyGame/MYGAME.BIN
    • binaries/MyGame/TITLESCREEN.BMP (80x64px BMP RGB 24 bit)
      • L'aperçu (TITLESCREEN.BMP) ne doit PAS être une simple capture d'écran pour éviter certaines confusions venant de l'utilisateur
      • Afficher la version pour que l'utilisateur puisse savoir s'il a la dernière
    • binaries/MyGame/ICON.BMP (32x32px BMP RGB 24 bit)
      • Fais-en un très joli et gagne de l'argent *___*
    • binaries/MyGame/TITLESCREEN.GMV (voir ci-dessous)
    • binaries/MyGame/ICON.GMV (voir ci-dessous)
    • binaries/MyGame/assets/track.wav (44.1Khz 8-bit uncompressed WAV)
    • binaries/MyGame/assets/tileset.bmp
  • Code
    • Place le dans un dossier au même nom, sinon Arduino ne l'ouvrera pas.
    • MyGame/MyGame.ino
    • MyGame/AutreSource.h
    • MyGame/AutreSource.cpp
  • Ressources (Les fichiers utilisés pour créer tes ressources, eg. photoshop psd)
    • assets/tileset.psd
    • assets/track.mp3

Note: les fichiers *.GMV sont générés automatiquement quand tu affiches un *.BMP pour la première fois sur une Gamebuino META. C'est mieux de les inclure comme ça les utilisateurs n'ont pas à attendre qu'ils se génèrent. Il faut inclure les *.GMV si tu as des *.BMP animés vu que la conversion peut parfois être longue. Pour plus d'information, clique ici.

Création

Faire une Création pour que ton jeu apparaisse dans les Créations. Fichiers à inclure:

  • Lien GitHub ou d'autre repos
  • Lien de téléchargement généralement le lien du zip GitHub
  • Photo de couverture
  • Description du jeu
  • Captures d'écran animés ou non
  • Reconnaissances (s'il y en a)

Expérience utilisateur

  • L'objectif principal est d'être consistant au travers des jeux ainsi que la facilité d'utilisation.
  • Utiliser des contrôles suffisamment explicite. Les gens n'ont pas besoin de lire un manuel, s'il n'y a pas de manuel.
  • TEST, TEST, TEST. L'expérience utilisateur se base sur ce que les gens font, pas ce qu'on pense qu'ils vont faire.
  • Le moins de texte possible. Utilise des pictogrammes. Comme ça, un enfant que ne sais pas lire, ou quelqu'un qui parle une autre langue peut quand-même s'amuser. Et puis, les gens sont feignants et ne lisent pas (crois-moi).
  • Si tu utilises du texte, traduis-le en d'autre langues avec l'API de langues fournis => ici.
  • Utiliser la résolution de base de 80 par 64 pixels et utiliser la Palette Officiel Gamebuino.
  • Utiliser les lumières a l'arrière. Fais en sorte que ton jeu aille plus loin que l'écran. N'abuse pas non plus, c'est pas une boule disco.
  • Les boutons
    • A OK/valider/entrer/démarrer/tirer/action principale
    • B annuler/retour/effacer/sauter/action secondaire
    • Menu objets/menu du jeu/carte
    • Home Bouton réservé par la bibliothèque Gamebuino. Elle permet d'accéder aux paramètres et de quitter le jeu.
    • Flèches Les flèches directionnelles quoi.
    • Si tu veux faire une combinaison, penses-y deux fois. Si tu veux toujours le faire, introduit-la avec un tutoriel comme ça les gens n'ont pas à deviner.

Coding style

Jette un œil au Arduino Style Guide pour un style facile à la lecture du code.

Légale

Tu dois avoir les droits des choses que tu publies, en passant par les visuels, le code, et le nom.

Voir la création

jicehel

NEW il y a 1 an

You could maybe add the resolution preconised for the screenshots and specifications (as you done for titlescreen.bmp) for the recording

You write tileset.psd but any reason for the psd ? why not png for example ? it's because it's the source of the asset and have to be converted to be used ?

binaries/MyGame/ICON.BMP is writen 2 times

Another question but probably because i have a little brain: i see TITLESCREEN.BMP and i understand why but no idea for the TITLESCREEN.GMV (i don't remember the use)

It's all i see for the moment about this "Seal of Quality" and i think it's a very good idea to have write it quickly  ;)

Aurélien Rodot

il y a 1 an

It's a draft, thank you very much for your feedback, we'll improve it over time :)

I fixed ICON.BMP thanks

For tileset.psd it's a photoshop format... it's just an example. The idea is to put the source of the assets (if any), not the final exported assets. This way if anybody want to edit them it's easier.

You didn't see the note about the GMV files ? It's not clear ?

Aurélien Rodot

NEW il y a 1 an

jicehel jicehel

It's a draft, thank you very much for your feedback, we'll improve it over time :)

I fixed ICON.BMP thanks

For tileset.psd it's a photoshop format... it's just an example. The idea is to put the source of the assets (if any), not the final exported assets. This way if anybody want to edit them it's easier.

You didn't see the note about the GMV files ? It's not clear ?

jicehel

NEW il y a 1 an

Sorry Rodot, i missed it... The note is clear. No problem exept my attention on the text (sorry).

Not sure but you could maybe add a part on the start commentary with recommandation on the form

(Title, version, date of creation, author, source if any or modification of an existing open code to standardize a little but it's not very important as it could be in the game description too


Aurélien Rodot

il y a 1 an

No problem at all, I added "see note" so people dont miss it now :)

You mean explanation about the form on the Create page ? We're going to improve the creation page for it to be self-explanatory, it won't need no manual ;)

Aurélien Rodot

NEW il y a 1 an

jicehel jicehel

No problem at all, I added "see note" so people dont miss it now :)

You mean explanation about the form on the Create page ? We're going to improve the creation page for it to be self-explanatory, it won't need no manual ;)

PanStyle

NEW il y a 1 an

Use the default 80x64px resolution and use the Official Gamebuino Palette (follow the link to see why).

Wait what ?
I actually thought the 160*128 with 16 indexed color (which is the Gamebuino Palette, no ?) would be the "norm" ?

And that 80*64 would be the "other norm". Is this why i only see 80*64 in the mockup thread ?

Even if i see plenty of awesome things there i'm more locking forward to 160*128 games. Don't you think this would make people only do 80*64 games ? (even if it's not bolded and not mandatory this seems heavily suggested).

I already feel that the 160*128 is really underused and i fear that it would become worst with that.

Other than that it's an awesome idea. Games will be clean and looks more polished like this and it'll help a lot to have the same "structure" when you add a game to your Gambuino.

Also the "seal of quality" reminds me a lot of the NES area. And that's not a bad thing !

Aurélien Rodot

NEW il y a 1 an

Well yes we prefer the 80*64px resolution over 160*128px because:

  • It's close to the Gamebuino Classic resolution (84*48px)
  • It's enough to fit plenty of things now that we have a color screen, cf the mockup thread
  • It forces people to draw "big" stuff so it's readable even with old eyes (the screen is 1.8", not huge)
  • It enforces actual pixel art (I'm not saying you can't do pixel art with 160*128px, but the more pixel people have the more lazy they get on the pixel art)
  • It makes pixels more visible on the 1.8" screen, so even old eyes can rejoice on good pixel art
  • It's 4x faster. Don't get me wrong. Sending the buffer to the screen is always the same time because we convert it to 160*128 while sending. But when drawing to the RAM buffer, it's 4 times less pixels to refresh.

But you are free to go off-palette and off-resolution ;)

And yes "Seal Of Quality" is pretty retro, but doesn't seem to be trademarked by Nintendo so I thought it was a cool name. Kudos to @Valden for the suggestion!

STUDIOCRAFTapps

NEW il y a 1 an

I knew you were about to include something like this!

lastfuture

NEW il y a 1 an

All BMPs I try to create for TITLESCREEN.BMP or ICON.BMP crash the Gamebuino META as soon as it tries to display them. Is there a guide how to save the right format, or how to generate the .GMV files off-device?

e.g. as soon as I scroll to a position in the loader menu where a part of my icon would be displayed, the menu freezes. If my application was open and I add the title screen, turning the Gamebuino META back on freezes it on a black screen where it would normally display the title screen.

I've tried BMP export in Pixelmator and Preview but I am comfortable with the command line if there's a bullet proof way to convert to the right format using CLI

alxm

il y a 1 an

Some things to check:

  • 32x32 res
  • 24bit depth (RGB, no alpha channel)
  • Make sure to properly unmount the SD card after copying the files over

You could also just copy and edit a working icon from another game :-)

Sorunome

il y a 1 an

Ooof, invalid BMPs shouldn't crash the loader. Would you mind sending them to me somehow so that I can look into it?

alxm

NEW il y a 1 an

lastfuture lastfuture

Some things to check:

  • 32x32 res
  • 24bit depth (RGB, no alpha channel)
  • Make sure to properly unmount the SD card after copying the files over

You could also just copy and edit a working icon from another game :-)

Sorunome

NEW il y a 1 an

lastfuture lastfuture

Ooof, invalid BMPs shouldn't crash the loader. Would you mind sending them to me somehow so that I can look into it?

lastfuture

il y a 1 an

Here, these are the BMPs crashing the loader: http://wolkenspeicherplatz.de/stuff/crashybmps.zip

Come

NEW il y a 1 an

O.K i'm the most lucky dude on the planet i've done everything (maybe) fine

BUT everytime i launch the game i have a white screen 11 time on 12 

here is the content of the file with the game 


Sorunome

il y a 1 an

rename rmkebab.ino.gamebuino_meta.bin to rmkebab.bin, that filename is probably way too long

Sorunome

NEW il y a 1 an

Come Come

rename rmkebab.ino.gamebuino_meta.bin to rmkebab.bin, that filename is probably way too long

Come

il y a 1 an

steel not :/

Come

NEW il y a 1 an

Sorunome Sorunome

steel not :/

lastfuture

NEW il y a 1 an

Sorunome Sorunome

Here, these are the BMPs crashing the loader: http://wolkenspeicherplatz.de/stuff/crashybmps.zip

Sorunome

il y a 1 an

Thank you, I was able to find and fix the issue:

It was a problem within the library itself where BMPs with negative height weren't supported correctly. BMPs with negative height are supposed to be flipped, so I added support for that now in the library, and tried to recompile the loader and it is working. Since I didn't update any binaries....just wait a bit for that to distribute! ^.^


EDIT:

Also, the loader didn't crash. It just thought it had to convert 65535 frames......which takes ages, lol

Sorunome

NEW il y a 1 an

lastfuture lastfuture

Thank you, I was able to find and fix the issue:

It was a problem within the library itself where BMPs with negative height weren't supported correctly. BMPs with negative height are supposed to be flipped, so I added support for that now in the library, and tried to recompile the loader and it is working. Since I didn't update any binaries....just wait a bit for that to distribute! ^.^


EDIT:

Also, the loader didn't crash. It just thought it had to convert 65535 frames......which takes ages, lol

lastfuture

il y a 1 an

I didn't even know BMPs could have negative height. TIL!

Glad I could help make Gamebuino better