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<![CDATA[Neverforum — Developer's Discussions]]> http://neverforum.com/fmpbo/index.php Thu, 01 Apr 2021 18:54:52 +0000 PunBB <![CDATA[[Not about Neverball] Bad news for Neverball version 1.6]]> http://neverforum.com/fmpbo/viewtopic.php?id=3500&action=new We have been detected that is created within end support, maybe check in the topic link:
http://neverforum.com/fmpbo/viewtopic.p … 809#p35809

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Thu, 01 Apr 2021 18:54:52 +0000 http://neverforum.com/fmpbo/viewtopic.php?id=3500&action=new
<![CDATA[Neverball Ray Traced? (RTX ON)]]> http://neverforum.com/fmpbo/viewtopic.php?id=3475&action=new I liked the version from Nuncabola, but it's a pity that it is based on the outdated LWJGL-2, and there is no such support for 4 years already. The C version seems to me to be more confusing and complex than the Java version. So, on your part I would like to ask for either LWJGL-3 support for Nuncabola, or C ++ for Neverball. I just don't want to spoil the more or less neat C code, especially with additional inserts from C ++.
And my idea is to add support for ray tracing through the Vulkan API framework. And the real one, via RTX. Nuncabola needs LWJGL-3 to use the newer OpenGL and at least basic Vulkan API structures, and C ++ for Neverball to make it look neat enough.

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Fri, 04 Sep 2020 15:05:22 +0000 http://neverforum.com/fmpbo/viewtopic.php?id=3475&action=new
<![CDATA[ForgeBall: The hope of Neverball]]> http://neverforum.com/fmpbo/viewtopic.php?id=3459&action=new During the quarantine, I learnt how to use some basic C and C++, so I decided to make something like Minecraft Forge that let you make custom mods in Neverball,and I decided to name it "ForgeBall"(sorry I'm really suck at naming things). It's still in progress and pretty useless for now.

Here's the github repo if you wanna help on the development(DISCLAIMER:I'm not really that good at C yet, so if my code was INSANELY messy, please tell me,ok?im just 13)
https://github.com/clementtttttttt/ForgeBall
(concept is in the image)

Progress: Events.

UPDATE: properly forked  from neverball.

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Thu, 04 Jun 2020 11:19:46 +0000 http://neverforum.com/fmpbo/viewtopic.php?id=3459&action=new
<![CDATA[Neverball server file manager (gone wrong)]]> http://neverforum.com/fmpbo/viewtopic.php?id=3458&action=new
Spoiler

Postpositive update: Neverball with my server file manager?

Neverball server file manager, BUT IT GOES WRONG!

The Neverball is now associated with the server file manager.

Check this out with screenshots!

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Fri, 29 May 2020 18:19:09 +0000 http://neverforum.com/fmpbo/viewtopic.php?id=3458&action=new
<![CDATA[Neverball Campaign (source code included)]]> http://neverforum.com/fmpbo/viewtopic.php?id=3457&action=new As of 27th May 2020... I mean 31st May 2020, an campaign game mode in Neverball has been added.
Complex level maps, that were compiled from MAPC, will be playable as gaming PC.

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Wed, 27 May 2020 15:54:14 +0000 http://neverforum.com/fmpbo/viewtopic.php?id=3457&action=new
<![CDATA[I implemented WiiMote support for Windows 10]]> http://neverforum.com/fmpbo/viewtopic.php?id=3453&action=new Hello,

Hello,

I used WiiUse (https://github.com/wiiuse/wiiuse) to make Neverball / Neverputt compatible with the WiiMote on Windows 10, as the current library is outdated and probably only works on Linux. I will add a few options to set the sensitivity, invert or alternate axis - so you can choose how you hold the wiimote - but it does work and should be cross-platform

This would sold the issue https://github.com/Neverball/neverball/issues/133

How could I contribute ?

Regards

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Sun, 10 May 2020 10:28:03 +0000 http://neverforum.com/fmpbo/viewtopic.php?id=3453&action=new
<![CDATA[New generated version]]> http://neverforum.com/fmpbo/viewtopic.php?id=3448&action=new As of 2nd May 2020, an version generator has been created by parasti, which has been removed in the generated version file (version.in.h)

For Msys2, download the batch files, before you can compile the game.

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Sun, 03 May 2020 12:52:21 +0000 http://neverforum.com/fmpbo/viewtopic.php?id=3448&action=new
<![CDATA[Neverball in the browser]]> http://neverforum.com/fmpbo/viewtopic.php?id=3442&action=new Sounds cheesy, but check this out: https://neverball.github.io/

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Sun, 26 Apr 2020 16:40:04 +0000 http://neverforum.com/fmpbo/viewtopic.php?id=3442&action=new
<![CDATA[Retire *Radiant in favor of Trenchbroom]]> http://neverforum.com/fmpbo/viewtopic.php?id=3427&action=new Radiant family of editors are nice and all, but the problem with them is that you don't actually see how the level will look in engine without compiling it. With Trenchbroom it isn't the case. Both the editing and visualization is much easier there and since it's already Quake editor (and it's open source), you could in theory adjust it to output Neverball map data.

Really, what would you rather use?
This?
https://media.moddb.com/images/downloads/1/14/13083/screenshot.1.jpg

Or this?
OFFICIAL TRENCHBROOM 2 TRAILER

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Wed, 18 Mar 2020 03:35:13 +0000 http://neverforum.com/fmpbo/viewtopic.php?id=3427&action=new
<![CDATA[Introducing a new Neverball levels and entity specifications]]> http://neverforum.com/fmpbo/viewtopic.php?id=3421&action=new We're introducing New design specifications for Entities in Neverball. If you do not to do so by June 20, 2020, your start position will be displayed in legacy mode. Levels compiled by June 20, 2020 must meet the new specifications, before playing the level sets.

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Thu, 27 Feb 2020 16:07:50 +0000 http://neverforum.com/fmpbo/viewtopic.php?id=3421&action=new
<![CDATA[Weird Neverputt Glitch]]> http://neverforum.com/fmpbo/viewtopic.php?id=3410&action=new Just another normal day, when I playing Neverputt, I found this.
This can happen in certain circumstances.
Here's the video:
https://drive.google.com/file/d/1xfOBkB … sp=sharing
PS: my avi file is a little bit too big, so you need to download it in order to view it.

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Fri, 27 Dec 2019 13:11:46 +0000 http://neverforum.com/fmpbo/viewtopic.php?id=3410&action=new
<![CDATA[Neverball for Microsoft DirectX]]> http://neverforum.com/fmpbo/viewtopic.php?id=3405&action=new The Neverball OpenGL has been already updated for a quiet while, and now it's time to implement with C++ (only for Visual Studio 2019 or later version).

Let's start with projects! The starter code is already prepared (without SDL2 / OpenGL):
https://drive.google.com/file/d/11Gp8PU … sp=sharing

NOTE: Microsoft DirectX uses the same coordinate system as OpenGL: X points left, Y points up and Z points backwards / towards to the viewer. Plus, 1 Microsoft unit correspond exact 1 Neverball unit.

When you using C++ with DirectX, an include header „DirectXMath.h“ will appear.

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Thu, 12 Dec 2019 17:59:15 +0000 http://neverforum.com/fmpbo/viewtopic.php?id=3405&action=new
<![CDATA[The "Ask for more" Update!]]> http://neverforum.com/fmpbo/viewtopic.php?id=3401&action=new Finally, the "Ask for more" update can be used from the wallet.

FIRST METHOD:
If their balls runs out while playing "Challenge" game mode, then players can ask for more balls. If the wallet is insufficent, it can be buy more coin packs from In-App-Purchases.

SECOND METHOD:
If timer runs out, then players can ask for more time without "Zen" game mode. Zen mode is valid for Classic mode.

Play the new latest version for now!

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Thu, 14 Nov 2019 17:44:06 +0000 http://neverforum.com/fmpbo/viewtopic.php?id=3401&action=new
<![CDATA[Help extracting neverball application]]> http://neverforum.com/fmpbo/viewtopic.php?id=3352&action=new Does anyone know how to extract the nb application to alot of c++ files?

I wanna do some changes to the game itself.

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Thu, 16 May 2019 11:17:47 +0000 http://neverforum.com/fmpbo/viewtopic.php?id=3352&action=new
<![CDATA[Boss battle update]]> http://neverforum.com/fmpbo/viewtopic.php?id=3347&action=new As of May 6, 2019, a boss-level environment may have been created.

speeddance.map (including Retour de force) and other boss levels have been replaced as boss background and boss music.

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Mon, 06 May 2019 09:27:28 +0000 http://neverforum.com/fmpbo/viewtopic.php?id=3347&action=new