Omnimaga
Calculator Community => TI Calculators => Axe => Topic started by: saintrunner on October 30, 2011, 02:03:24 pm
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can someone tell me which mario file is the best one?....on ticalc.org...there are like a tons of them. and i want the best most practically, close to the real mario games one....?!?....any suggestions
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project mhttp://www.omnimaga.org/index.php?board=15.0 (http://www.omnimaga.org/index.php?board=15.0) and super mario 2.0http://calcg.org/cgi-bin/files.cgi?id=435 (http://calcg.org/cgi-bin/files.cgi?id=435)
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thanks tons man
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Well he meant released ones. Sadly Project M isn't out yet (and might never be at this rate). The best released Mario would be the second one annoyingcalc posted, but don't use the level editor because it's buggy. Use the level editor that comes with Super Mario 1.2 on ticalc.org
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yes the 2.0 editor is very buggy
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And the 1.2 game is a bit buggy, so use the 2.0 game with the 1.2 editor XD Should be compatible.
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Sorry If I am offtopic, but what is this doing in Axe language ??? ?
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probably a mistake
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I was looking for an Axe version so I could make a similar game using Axe,
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I think Eeems was making an axe mario game a long time ago Im making one but I need to improve graphics optimize it and make some more stuff
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I was reading an article a while ago about how new games need to be created with new concepts involved. And while using part of the design of Mario seems contradictory, I want to make one such game.
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I like the one for TI-83, and 84+, caues you can optimize your own levels.
I think it was made by Sam Heald...
@annoyingcalc If you alrdy posted this one then I agree with you, but I was too lazy to check ur things :P
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Yeah, I used to have the Sam Heald one, but I got bored and deleted it, then realized i could have referred to the code in a new game im making.
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I though the Sam Heald one was asm?
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I don't think so, I could have sworn It wasn't. Maybe im confusing it.
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http://www.ticalc.org/archives/files/fileinfo/192/19225.html
(the version 1.2 mentioned above on the previous page)
And yes, it's assembly.
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If this (http://www.ticalc.org/archives/files/fileinfo/192/19225.html) is the game you are talking about, then it is filled under "TI-83/84 Plus Assembly Games (Ion/Arcade)".
EDIT:Ninja'd
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lol same link :P
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So it is assembly? Does anybody know of a good Axe one?
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this is the only axe one that I know of: http://www.ticalc.org/archives/files/fileinfo/434/43449.html (http://www.ticalc.org/archives/files/fileinfo/434/43449.html)
although not traditional mario.
(written it axe parser) :)
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I don't think there is a complete axe Mario game yet. I know that some people are interested in/working on some though.
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Then there is a project for me to start!
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So it is assembly? Does anybody know of a good Axe one?
I don't think it exists, and even if there were one, the source probably wouldn't be released :-\
EDIT: completely ninja'd O.O
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Mario in Axe?
ZOOOOOMMMM~~~!!!
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I don't think so, I could have sworn It wasn't. Maybe im confusing it.
Axe has only been around for less than two years, so nope. And what's wrong with it being in ASM instead of Axe? They're exactly the same to a user.
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It's not about using it, it's about using the code.
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Oh, I see. Yeah, there were some Mario games in dev a few months ago, but there haven't been any updates to any of them in a while. Anything in particular you need help with? :)
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Well I kind of want to mix the idea of maybe mario and a shoot em up game. Have you ever heard of the game that has like mario and he has a shotgun, I want to make one of those!
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Ive heard of those but there are none for the 84 series D:
and :w00t: 800th post
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I know but thats why i want to make one
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oh Great! I cant wait!
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Thanks, I'll get on it right now
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You just want to make your own sidescroller game? There are some good tutorials about tilemapping, smooth scrolling and gravity in this board.
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but collision s the most complicated!, Damn!
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pxl-test?
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My method (i never realised some good collisions) is with corners detection, because my perso is as tall as the tile's size
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That method works excellent as long as your person is never larger than the tiles he is colliding with ^^ That's what I have used on many of my games, as well as my Zedd Physics Library, so it's a very well used method :)
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but collision s the most complicated!, Damn!
Tile based works perfectly. I use this:
:If getKey(2) and (X≠0) //Left
:sub(CC,X,Y,X,Y+7
:!If R
:X-1→X
:End
:ElseIf getKey(3) and (X≠88) //Right
:sub(CC,X+7,Y,X+7,Y+7
:!If R
:X+1→X
:End
:End
(just left and right to show the concept. The collision box has to be the same size as the tiles or else you might get stuck in walls)
:Lbl CC
:{r2/8*12+(r1/8)+GDB1}→r5
:{r4/8*12+(r3/8)+GDB1}→r6
:r5+r6→R
:Return
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What meanq sub in AP?
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What meanq sub in AP?
\
It means "subroutine." It's a routine executed within a routine. When you call a subroutine it jumps to the label of the subroutine and it exits the subroutine when it reaches the last line of code or :Return. It's very similar to a function, but it has no return value, so I used R to store the outcome in.
Syntax: Sub(LABEL,parameter,parameter,parameter,parameter etc
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better syntax: LABEL(parameter,parameter etc
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better syntax: LABEL(parameter,parameter etc
??? is that new?
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better syntax: LABEL(parameter,parameter etc
??? is that new?
I think it came with 1.0.1 or so with these many updates.
Edit: 1.0.0
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better syntax: LABEL(parameter,parameter etc
??? is that new?
I think it came with 1.0.1 or so with these many updates.
Is it faster?
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better syntax: LABEL(parameter,parameter etc
??? is that new?
I think it came with 1.0.1 or so with these many updates.
Is it faster?
No, it's just another syntax form to do exact the same thing. But it saves one or two bytes in your source.
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better syntax: LABEL(parameter,parameter etc
??? is that new?
I think it came with 1.0.1 or so with these many updates.
Is it faster?
No, it's just another syntax form to do exact the same thing. But it saves one or two bytes in your source.
I use a lot of the old syntax. Maybe 20 times, so it would save 40 bytes. Not much, but I'd rather optimize as much as I can.
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.... But it saves one or two bytes in your source.
I use a lot of the old syntax. Maybe 20 times, so it would save 40 bytes. Not much, but I'd rather optimize as much as I can.
Yeah, and it also makes your code esier to read I think. You cannot confuse the parameters and the subroutine name. The C++ syntax is the same so I got used to that.
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I mainly do that for prettiness cause I think LABEL(param param etc) looks awesome. Optimizing your source code is not really that useful.
EDIT: REPHRASE: optimizing the source code itself, making the source code itself smaller when it doesn't change the executable's size, isn't really useful. So stuff like comments and the label syntax change thing, when it doesn't affect the executable, isn't really useful.
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but optimizing source code means less scrolling when you have to edit something and you can type more stuffs:D
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haha yeah, but it usually means less code readability. Depends on what you care about, I guess.
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lol you are probably having fun with portal X's readability, huh? :P
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haha yeah, but it usually means less code readability. Depends on what you care about, I guess.
Personally what I do is split the source in multiple sub programs. That makes it easier to find what code you want and in some cases can reduce the need for comments.
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Yeah, when I was writing larger programs, it was quite annoying that you have to scroll through the whole code. The next time I made multiple sub programs, but due to the fact that axe only backs the main progam up, I lost them all in a crash caused by a little error in my sub program. >:(
Now I'm archiving them before compiling... which is quite annoying too - maybe Quigibo will add that it in future.
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So I've been working on my Mario Shotgun game which, if you remember, is where this whole topic started. And I have most of the movement down, but I'm having trouble with the actually bullet coming out of the gun. My sprite looks like Mario with a shotgun, but I need to make it so that when you press the 2nd key, it looks like a bullet of some sorts is coming out, and then when the bullet hits various objects to the right of Mario, I need those objects to explode. Does any one know and easy way to do that?
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if (d=94)
x->d
0->g
end
if (g=1)
d-1->d
end
if getkey(54)
1->g
Pt_On(d,y)
dispgraph
End
if pxltest d+1,y
pt-off #the pixels around it you want to destroy
end
this might work
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Great thanks! I figured it out with some help from a friend. But thanks anyways.
Now on to tile mapping and enemies!
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Is the Mario game still gonna be some sort of Platformer or will it be more like a shoot-em-up but with Mario moving around the screen? Some sort of Mega Man or Metroid style Mario game would be cool.
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I haven't decided, A shoot em up style would be the easiest, that I could finish in maybe less then a day, and the platformer would take longer, but would look cooler. both are cool....maybe ill start with the shoot em up, and then edit it into the platformer. kinda like a win win.
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Ah ok. Well I would start with the shooter first. Before doing the platformer you should practice with 1-room based map engines and collision detection, before venturing into smooth scrolling.
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this will be awesome I love how so many people love making great games :D
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Yeah that's what I though I'd do. make it like a simply, you see mario with a gun sprite, then have controls being left right and up(jump) and 2nd is shoot. then just have a floor laid out and have goombas coming from the right and increasing in number. could be potentially a great stress reliever! I have all the controls down, and the Goombas, I just need a better mario looking sprite, and enemy movement.