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20 June, 2013, 04:39:59 *
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Author Topic: The Slime -  (Read 1652 times) Bookmark and Share
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nxtboy III
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« Reply #60 on: 11 March, 2012, 00:34:16 »
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Aahhhh...
Yeah, that makes sense (mostly Tongue).
So in my game it first turns off the display refreshing. Then it draws the collision pixels, then checks the pixels and saves it to a variable. Then over that it draws the death pixels and checks them and saves them to a variable. Then it draws what you actually see. Then it turns back on the display refreshing.

EDIT: for some reason when I try to play your game it says "error: memory." It says that when I select a level and on wabbitemu it says that even if I just press play.
« Last Edit: 11 March, 2012, 00:35:36 by nxtboy III » Logged

chattahippie
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« Reply #61 on: 11 March, 2012, 00:37:38 »
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for some reason when I try to play your game it says "error: memory." It says that when I select a level and on wabbitemu it says that even if I just press play.

You should clear your memory first, and make sure SLIME and ZSLIM are in RAM, and also appvLEVELS should be archived
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nxtboy III
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« Reply #62 on: 11 March, 2012, 00:39:56 »
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oh, ok.
So do you think what I do for my game is a good way for collision?
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chattahippie
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« Reply #63 on: 11 March, 2012, 00:43:52 »
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Yeah, sounds alright to me

But I would suggest only drawing the level when you start the stage,
and only checking pixels and drawing the character every frame

So,

At start of level - draw the entire level

Then,

Every frame - Check movement/death, Draw player, update screen, erase player
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nxtboy III
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« Reply #64 on: 11 March, 2012, 00:49:47 »
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But, since it is grayscale, I have to be constantly updating the screen for all 3 frames.
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chattahippie
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« Reply #65 on: 11 March, 2012, 00:51:08 »
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But, since it is grayscale, I have to be constantly updating the screen for all 3 frames.

If you are using buffers, you don't have to. The buffer is solid data, but the screen only displays a fraction of that, in the appropriate greyscale
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nxtboy III
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« Reply #66 on: 11 March, 2012, 00:57:52 »
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ha ha.....
Actually this is not for a calc game. Tongue
It is for an NXT game, so it doesn't do what the calc does w/buffers.
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« Reply #67 on: 11 March, 2012, 04:02:30 »
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Looks nice Cheesy
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Antonio Nam = DualBLDR = Tony Arthur... U choose!





JOIN THE PETITION TO ADD THIS EMOTICON!!
[|:{P ------->


Yo dawg I herd u lost the game game so I coded the game game in your calc so you can lose the game game while you code your code about losing the game game.
nxtboy III
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« Reply #68 on: 14 March, 2012, 01:25:14 »
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Who made the levels? Did you?
Oh, and are you a good spriter/level creator for pixel-by-pixel?
« Last Edit: 14 March, 2012, 01:25:30 by nxtboy III » Logged

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« Reply #69 on: 14 March, 2012, 01:26:12 »
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Who made the levels? Did you?
Oh, and are you a good spriter?

Yeah, I made the levels, and I'm an awful spriter (the character is just a rectangle with dot legs) Tongue
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nxtboy III
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« Reply #70 on: 14 March, 2012, 01:28:05 »
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Oh, cool. Well are you a good level designer (pixel by pixel not tiled)?
« Last Edit: 14 March, 2012, 01:28:14 by nxtboy III » Logged

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« Reply #71 on: 14 March, 2012, 01:28:31 »
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Oh, cool. Well are you a good level designer (pixel by pixel not tiled)?

No, I usually tile everything
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nxtboy III
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« Reply #72 on: 14 March, 2012, 01:30:43 »
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oh... ok.
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« Reply #73 on: 19 March, 2012, 17:59:21 »
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Someone should make a walkthrough Tongue
Im stuck on one level Big frown
other than that, nice game Chatta Cheesy
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chattahippie
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« Reply #74 on: 19 March, 2012, 22:00:44 »
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Someone should make a walkthrough Tongue
Im stuck on one level Big frown
other than that, nice game Chatta Cheesy

Thanks! Which level, I can help
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