Omnimaga

Calculator Community => Casio Calculators => Topic started by: Spenceboy98 on November 16, 2012, 11:16:35 pm

Title: [Cemetech Contest #9][Prizm] Zombie Gun
Post by: Spenceboy98 on November 16, 2012, 11:16:35 pm
Cross post:

Yup. I'm gonna try to port Zombie Gun to the Prizm. Original by squidgetx. I asked and he approves. I will be doing this in C.

Spoiler For Modifications:
More Weapons
Vehicles
New Kinds of Zombies
New Upgrades(temporary and permanent(unless you want to turn them off))


Those are all the modifications I can think of for now. If I can think of any more, I will add to the list. Please don't give suggestions on the modifications because I'm not sure if it is allowed.

Original for TI-83+/84+: http://www.ticalc.org/archives/files/fileinfo/449/44961.html (http://www.ticalc.org/archives/files/fileinfo/449/44961.html)
Title: Re: [Cemetech Contest #9][Prizm] Zombie Gun
Post by: DJ Omnimaga on November 16, 2012, 11:48:37 pm
Seems like a good idea. Would like to see more 84+ games ported to the Prizm. :)

Any screenshots or preview mockups?
Title: Re: [Cemetech Contest #9][Prizm] Zombie Gun
Post by: Spenceboy98 on November 16, 2012, 11:53:26 pm
Seems like a good idea. Would like to see more 84+ games ported to the Prizm. :)

Any screenshots or preview mockups?

Not really. I've got some base sprites to work with until I get the code completely running properly.
Title: Re: [Cemetech Contest #9][Prizm] Zombie Gun
Post by: DJ Omnimaga on November 17, 2012, 12:02:37 am
Ah ok. You could probably re-use those graphics and textures if the game is 3D by the way, it would look pretty nice. :)

(http://img.removedfromgame.com/imgs/crysisprizm.png)








:trollface:

Kidding aside, will it use a similar scheme as the original, with black sky/dark area? A lot of the color calc games (particularly on the CX) seems to use white backgrounds, which is weird. >.<
Title: Re: [Cemetech Contest #9][Prizm] Zombie Gun
Post by: Spenceboy98 on November 17, 2012, 12:27:49 am
Kidding aside, will it use a similar scheme as the original, with black sky/dark area? A lot of the color calc games (particularly on the CX) seems to use white backgrounds, which is weird. >.<

It has a dark blue background color for now(representing the night sky). I still need to figure out how to do the side scrolling. I would ask for help here, but the contest rules say that I can only ask in my cemetech topic. I also cannot ask for straight code.
Title: Re: [Cemetech Contest #9][Prizm] Zombie Gun
Post by: Spenceboy98 on November 17, 2012, 05:45:17 pm
*Bump*
Here's a moving screenshot of what I have so far(faster on calc):
(http://img.removedfromgame.com/imgs/ZOMBIESCREENSHOT1.GIF)

I couldn't get a good color moving one. That's why it is grayscale.

Here's a not-moving colored one(small):
(http://img.removedfromgame.com/imgs/2-DispCap2.png)
Title: Re: [Cemetech Contest #9][Prizm] Zombie Gun
Post by: shmibs on November 17, 2012, 09:31:38 pm
are there no good sprite clipping routines for the prizm yet?
Title: Re: [Cemetech Contest #9][Prizm] Zombie Gun
Post by: Spenceboy98 on November 17, 2012, 09:34:00 pm
are there no good sprite clipping routines for the prizm yet?

Not that I know of.
Title: Re: [Cemetech Contest #9][Prizm] Zombie Gun
Post by: shmibs on November 17, 2012, 09:37:06 pm
well, ash must have used one for that pony game he made, because it was scrolling smoothly; you should ask him.
Title: Re: [Cemetech Contest #9][Prizm] Zombie Gun
Post by: Spenceboy98 on November 18, 2012, 12:55:55 am
I'm modifying my CopySprite routine with this: http://www.hugi.scene.org/online/coding/hugi%2014%20-%20coclip.htm (http://www.hugi.scene.org/online/coding/hugi%2014%20-%20coclip.htm)

It should be displaying correctly, but it's erasing and displaying in a weird diagonal manner.

PS: If you want to give suggestions, go to the cemetech post.

Edit: I will post updates on this problem. This isn't asking for help. Just updating.
Title: Re: [Cemetech Contest #9][Prizm] Zombie Gun
Post by: Spenceboy98 on November 19, 2012, 10:55:04 pm
Here is a test for the blood splatter:
(http://img.removedfromgame.com/imgs/PIXELTEST.GIF)
Title: Re: [Cemetech Contest #9][Prizm] Zombie Gun
Post by: Spenceboy98 on May 10, 2013, 04:01:21 pm
*BUMP*
I recently got back on this, and now I have the sprite clipping working nicely. Don't expect lots of progress(I have other projects to work on too), but I'm hoping to get more done.
Here is what I have for the Player Sprite:
(http://img.removedfromgame.com/imgs/ZombiePlayer1.png)
Zombie Sprite:
(http://img.removedfromgame.com/imgs/ZombiePlayer.png)

With background color similar to games:
(http://img.removedfromgame.com/imgs/ZombiePlayerBlue.png)
(http://img.removedfromgame.com/imgs/ZombiePlayer1Blue.png)

Edit:
Screenies:
(http://img.removedfromgame.com/imgs/ZombieGun1.png) (http://img.removedfromgame.com/imgs/ZombieGun2.png)
(http://img.removedfromgame.com/imgs/ZombieGun3.png)
Title: Re: [Cemetech Contest #9][Prizm] Zombie Gun
Post by: DJ Omnimaga on May 11, 2013, 12:20:07 am
Looks very nice. Can't wait to see with real background or something though, such as trees + stars in the sky or something. Also I would probably make the player sprite skin a bit more on the pink side rather than yellow, else he kinda looks like a zombie himself :P (in movies their skin is usually a bit on the green or gray side)
Title: Re: [Cemetech Contest #9][Prizm] Zombie Gun
Post by: Spenceboy98 on May 11, 2013, 02:59:53 pm
For now, this is my background image:
(http://img.removedfromgame.com/imgs/background.png)

Could someone make another one that is better(more details and stuff)? I'm not good with this sort of stuff. :P If you do make me one, make sure it is able to loop around and look smooth doing it(you'd get some credit in the about screen).

Edit:
Here are the sprites animated(I tried to get the backgrounds as clear as I could :P):
Player:
(http://img.removedfromgame.com/imgs/ZombieGunPlayer.gif)
Zombie(dragging one leg behind):
(http://img.removedfromgame.com/imgs/ZombieGunZombie.gif)
Title: Re: [Cemetech Contest #9][Prizm] Zombie Gun
Post by: Hayleia on May 12, 2013, 02:56:20 am
This is always the first thing I notice in a game, and I bother you with it while it is still easy to fix it :P
Do you plan on adding the possibility to play as a girl or will girls have to deal with that guy ? ;)

Other than that, those animations look great indeed :)
Title: Re: [Cemetech Contest #9][Prizm] Zombie Gun
Post by: chickendude on May 12, 2013, 04:45:54 am
The character sprites look great!
Title: Re: [Cemetech Contest #9][Prizm] Zombie Gun
Post by: Spenceboy98 on May 12, 2013, 12:30:59 pm
This is always the first thing I notice in a game, and I bother you with it while it is still easy to fix it :P
Do you plan on adding the possibility to play as a girl or will girls have to deal with that guy ? ;)

Other than that, those animations look great indeed :)

Thanks! I might do a female character eventually, but I'll finish other things first. ;)

The character sprites look great!

Thank you!
Title: Re: [Cemetech Contest #9][Prizm] Zombie Gun
Post by: Joshuasm32 on May 12, 2013, 05:21:06 pm
I don't know...  The player looks like a zombie when he walks to me.  Other than that, it looks really cool!   :thumbsup:
Title: Re: [Cemetech Contest #9][Prizm] Zombie Gun
Post by: Spenceboy98 on May 12, 2013, 09:47:27 pm
Here is a better background. Opinions?
(http://img.removedfromgame.com/imgs/0-background.png)
Title: Re: [Cemetech Contest #9][Prizm] Zombie Gun
Post by: TIfanx1999 on May 13, 2013, 05:11:10 am
The background looks quite nice! :)
Title: Re: [Cemetech Contest #9][Prizm] Zombie Gun
Post by: Stefan Bauwens on May 13, 2013, 06:08:00 am
What about some gravestones?
Title: Re: [Cemetech Contest #9][Prizm] Zombie Gun
Post by: Joshuasm32 on May 13, 2013, 06:58:39 am
Grave Stones would be cool...  Nice work on that background!
Title: Re: [Cemetech Contest #9][Prizm] Zombie Gun
Post by: Spenceboy98 on May 14, 2013, 09:57:35 pm
Maybe gravestones eventually, but for now I keep what I have. :P
I lowered the saturation a bunch for my players and zombies to make it look more like a night scene.
(http://img.removedfromgame.com/imgs/ZombieGun.png)
I like it. :)

Also, I got collision detection better than it was before. :D
Title: Re: [Cemetech Contest #9][Prizm] Zombie Gun
Post by: TIfanx1999 on May 15, 2013, 07:45:52 am
Looking good!
Title: Re: [Cemetech Contest #9][Prizm] Zombie Gun
Post by: DJ Omnimaga on June 08, 2013, 01:17:27 am
Wow looks much better now! :)
Title: Re: [Cemetech Contest #9][Prizm] Zombie Gun
Post by: Spenceboy98 on September 08, 2013, 02:46:30 pm
I don't know if this is the right topic to post in, but how should I do bullets? I asked squidgetx, and he gave me an example in Axe, but I don't really understand Axe, so do you guys have any ideas?

Here is his example if you care:
Quote
for example if i kept the array in L3
Code: [Select]
Lbl bullets
return!if {L3}r //L3r will have the number of bullets currently in play, so quit routine if no bullets
L3+2->F //F will keep track of the current array pointer
{L3}r+1
while -1->E

{F+2}r+{F+4}r -> {F+2}r   //update bullet x, if bullet x is kept in index+2 and xvel is kept in index+4
If (bullet on screen)
Pt-On(plaX-{F+2}r,{F+6}r,{F}r*8+pic0)  //draw bullets, assume buly is in index+6 and bullet type is in index+0
end
F+8->F  //move to next bullet
E
end
Title: Re: [Cemetech Contest #9][Prizm] Zombie Gun
Post by: Eiyeron on September 08, 2013, 02:53:20 pm
YOu have a struct like this:
Code: [Select]
typedef struct{
  unsigned short x;
  unsigned short y;
  short xvel;
  short yvel;
}Bullet;
And you can init it like this:
Code: [Select]
Bullet bul = {.x = 20, .y = 35, .xvel = 2, .yvel = 3};

YOu can later add things like type id, lifetime, or whatever you want! ;)
And adding xvel and yvel to the bullet:
Code: [Select]
bul.x += bul.xvel;
bul.y += bul.yvel;
Title: Re: [Cemetech Contest #9][Prizm] Zombie Gun
Post by: Spenceboy98 on September 08, 2013, 02:58:55 pm
YOu have a struct like this:
Code: [Select]
typedef struct{
  unsigned short x;
  unsigned short y;
  short xvel;
  short yvel;
}Bullet;
And you can init it like this:
Code: [Select]
Bullet bul = {.x = 20, .y = 35, .xvel = 2, .yvel = 3};

YOu can later add things like type id, lifetime, or whatever you want! ;)
And adding xvel and yvel to the bullet:
Code: [Select]
bul.x += bul.xvel;
bul.y += bul.yvel;

Thanks, but how can I use this to put multiple bullets on the screen(instead of just one)?
Title: Re: [Cemetech Contest #9][Prizm] Zombie Gun
Post by: Eiyeron on September 08, 2013, 03:03:09 pm
Use some lists. Do you know how to do some number list?
Code: [Select]
unsigned char array[5];
So, this works too on structs!
Code: [Select]
Bullets myBullets[100];

And here is your bullet buffer, and for displaying them:
Code: [Select]
for(unsigned i = 0; i < 100; ++i) {
  displayBullet(myBullets[i]);
  //display_sprite(myBullets[i].x, myBullets[i].y, myBulletSprite);
}
I hope you understood! ;)
Title: Re: [Cemetech Contest #9][Prizm] Zombie Gun
Post by: Streetwalrus on September 08, 2013, 04:26:16 pm
You could also write a set of functions to handle linked lists as this is much more flexible and RAM friendly (though it /can/ be slightly slower with a very large array). ;)