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Author Topic: YAMGT - Yet Another Minigames thread  (Read 26671 times) Bookmark and Share
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Quigibo
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« Reply #345 on: 02 May, 2011, 08:48:00 »
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That code looks like it should work.  But since its not, there is some problem and you need to do a little debugging to figure out what it is.  Some possibilities: r6 got modified somewhere else, maybe as a 6th argument?  P at some point incremented or decremented by a number that was not a multiple of 383?  P got set somewhere else unintentionally?  You could figure these out by textual runtime debugging like I suggested, that's my primary way of fixing bugs in Axe at least.
« Last Edit: 02 May, 2011, 08:48:12 by Quigibo » Logged

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« Reply #346 on: 02 May, 2011, 09:05:43 »
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Thanks, I'll try that.

EDIT: getkeyr? I'm guessing that waits. using axe 0.5.0 atm, so yeah Undecided
« Last Edit: 02 May, 2011, 16:34:46 by Darl181 » Logged




 
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« Reply #347 on: 02 May, 2011, 16:34:20 »
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Got it figured out to the point that it works, except in the level design somehow a byte slipped between the level and the 31337 placed at the end (atm it's 384 bytes for level, 1 or 2 bytes empty and then the 31337), so that's causing a host of problems in regards to level switching in the editor, and possibly the game as well.
For the record the number 31337 placed at the very end of the appvar tells the program where the set ends so it doesn't do on, and suddenly you're playing in the VAT.

And I have lost something like three times in the past two days while typing out these posts...
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« Reply #348 on: 03 May, 2011, 04:46:33 »
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I've run into a few problems, nothing major.
The way the New( works somehow made the levels form backwards, the last level being first and the first being last.  This is hopefully fixed with a pointer move.
Also, i changed 31337 to 181 so the levelsets could be one byte smaller Tongue
Still have to finish fixing the problem from before, but progress is being made.

Soon.
« Last Edit: 03 May, 2011, 04:46:41 by Darl181 » Logged




 
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« Reply #349 on: 07 May, 2011, 01:38:10 »
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Still having problems with inserting...fsr it makes a new "181" after each level, making it so the game and editor thinks it's reached the end of the level.  Also there still seems to be empty bytes Tongue

I'm wondering, which commands count from zero and which don't.  The tokens in question are Copy( and the memkit tokens New( and Delete( .  I'm pretty sure they all count from zero, I'm just asking here to make sure Wink
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« Reply #350 on: 08 May, 2011, 14:30:37 »
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shocked Quadruple Post. Darl181, I'm very sorry you're running into so many issues, I hope you can solve them.
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« Reply #351 on: 06 June, 2011, 23:39:43 »
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Have you ever got those issues worked out by the way? Also sorry for not checking often, I was kinda sidetracked by other stuff.
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« Reply #352 on: 07 June, 2011, 00:40:31 »
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I have these worked out for the most part, it was just fool-proofing...and a bit of debugging Tongue
This is kind of on hold for the contest, but it's still alive Grin
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« Reply #353 on: 07 June, 2011, 00:46:16 »
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Yay! Hopefully I can navigate the labyrinth of TI's education site and get an 84+ keypad "for free" for my Nspire so I can play your arcade-style games and Tio!
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« Reply #354 on: 07 June, 2011, 02:13:46 »
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Cool to hear Cheesy
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« Reply #355 on: 01 July, 2011, 04:29:34 »
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Imma just leave this here.
I'm not sure if I should release it just yet, b/c I plan (actually, I'm working on) putting the explosion effect into DS.

Anyway, this game is called Recon.
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RECON - Reconnaissance (literately French "recognition" • from Middle French reconoissance; Old French reconoistre; "-to recognize"), is a military term denoting a preliminary survey; especially: an exploratory military survey (also scouting) conducted to gain, or collect information.
                -Google dictionary
The object is to cover, or "chart", the most area possible.  Unfortunately the player can only travel on the light-colored "plains" and not the dark-colored...um..."hills."
Fortunately you somehow lug around an infinite supply of explosives (Nethams?...idk) with you...which in turn can blow up the hills and make them plains.  Isn't that handy.



One can see how some people would play the game...

...but as you can see running around like that gives you a high score something like -1000 in the end.  Maybe one could aim for -1337 Tongue

So yeah, expect some effects like that and a game like this released around the end of the contest Grin
(btw I coded the majority of this engine in one night, still working hard on DS most of the time Wink )

Also, I'm not sure If I'm going to continue Tio, I might stay with DS which seems a lot more promising..and is pretty much Tio with realistic gravity and on steroids anyway...

2nd to make thing go boom, Alpha align to grid so 2nd works,  Mode to finish, Clear to quit

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« Last Edit: 25 January, 2012, 18:46:45 by Darl181 » Logged




 
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« Reply #356 on: 01 July, 2011, 15:37:37 »
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Darl, I have horrible news. Remember how I was making a pack of your arcade-style games? Dad got a new computer and every thing was copied over EXCEPT for the DarlPack file...
Frustrated Frustrated Frustrated Mad Mad Mad
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« Reply #357 on: 01 July, 2011, 19:18:42 »
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x.x
Is the old computer still around or did he recycle it or something?
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« Reply #358 on: 01 July, 2011, 19:20:25 »
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x.x
Is the old computer still around or did he recycle it or something?

It's at the computer shop, he traded it in for a new one X_X
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« Reply #359 on: 19 July, 2011, 19:23:48 »
+2

Apparently I've had this on my msd8x drive since 1/1/01 for a few months now...about the same time as spacerun and such.
Going with the super-creative titles, "DotRun" and a newer variant: "DotRun2".

Basically you try to get to a spot as 10 other dots are trying to do so as well.  All those random circles (the static ones at least) are the places there's an AI dot headed.  You go for the square.  Get hit by another dot and you lose.  Sit still for too long and get rushed by all the dots at once for some reason.

The newer variant is basically the same thing, but with Tag-esque physics.  (No, not leafiness' Tag)  Pretty much everything else is the same.

EDIT: btw "YAMGT" stands for "Yet Another MiniGames Thread"

EDIT2: I plan on adding a sort of scoring thing, kind of like the recon one.  Prolly some sort of thing where the more times you reach the target in a shorter amount of time, the score is higher.


* DOTRUN.8xp (2.24 KB - downloaded 21 times.)

* Dotrun_arcade.gif (949.63 KB, 192x128 - viewed 173 times.)
* DOTRUN2.8xp (3.56 KB - downloaded 28 times.)

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« Last Edit: 19 July, 2011, 22:27:25 by Darl181 » Logged




 
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