Omnimaga

Calculator Community => Completed => Major Community Projects => Doodle Jump => Topic started by: Mohammad on December 09, 2010, 06:37:12 pm

Title: DoodleJump Discussion
Post by: Mohammad on December 09, 2010, 06:37:12 pm
Current stable version: 1.0
last update: 9/11/2011

Featured power-ups  
Jetpack (Press 2nd to use. Used for reaching higher or preventing falling)
Spring Feet (Enables springed feet for 6 jumps)
+100 points (Gives 100 points)
SlowScroll (Makes doodler jump lower)
Arrow (Allows to jump higher)
Question Mark (provides random power-up)
Contrast Flip (Inverts colors on the screen)
Slow Motion (Slows the gameplay down for some time)


Developer
This game was developed by me, Mohammad Adib, when i was a freshmen in High School. Spending my time programming and messing around with my calculator in math class, I created this in order to challenge myself to take an idea and bring it to reality, which I (if i do say so myself) have successfully accomplished. This was my first programming experience, and i have since been learning more and more languages, and am wishing to pursue a carrier in Computer Science.

*Also: As far as i recall, the game also has sound effects which can be heard if headphones are plugged in.
__________________________________________________________________
Download Here: http://ourl.ca/9046 (http://ourl.ca/9046)
__________________________________________________________________
Gameplay:
(http://www.omnimaga.org/index.php?action=dlattach;topic=5641.0;attach=9420;image)
I've also attached the source in a zip featuring a pdf with the code written out and the .8xp file and pictures in .8xi format.
*compiled with Axe 4.5 (newer ones not recommended for this game!)
Title: Re: Projectile motion, sound, doodlejump
Post by: Michael_Lee on December 09, 2010, 07:07:34 pm
Hello!  Welcome to Omnimaga.

You shouldn't worry about people stealing your program.  If somebody does do that, then the community tends to get VERY angry at them (and shun them, and ban them, and dislike them in every way...  Of course, looking at other people's code, and sharing ideas are highly encouraged.  The calculator community tends to be very open-source).  Of course, accusations of theft are equally disliked, which got a few people in trouble a while back when they got too paranoid.

1) If you don't like the idea of having to store x and y coordinates into two vars, you could just use modulus to combine them into one.  If I do this:
335->A
Then I could extract the x-intercept by doing 335^255 (which is 335 mod 255, which returns 80) and the y-intercept by doing 335/255 (which returns 1, because there are no decimals in Axe.)
So basically, to store coordinates into one number, X-intercept+(255+Y-intercept)->variable.

2) To do sound, use the Freq( command.  I don't know the exact numbers, but try experimenting with Freq(1250,(add any multiple of 1250 here)).  This should get you a sound that is relatively low.  (Of course, you need 2.5mm headphones to listen to sound with the calc...)

3a)  First, you don't really need decimals at all.  If I wanted to use decimals, I could just multiply the number by 100 (or better yet, 255), manipulate it, then divide it by 100 (or whatever you're inflating it with) when displaying on the screen (because a 64x96 screen is pretty inaccurate to begin with)
That being said, I'm not entirely certain how I would make a project follow a parabolic path, but I would try adding gravity, simulating how much power is in the projectile, and simulate real life.  You should probably ask Builderboy.  He's good with physics.

3b) Inflate all the numbers (let's pick an inflation number of 255, because it's cool), use the standard y=mx+b slope formula, find out what the next number is, then divide by 255 (or the inflation number) again.  Then use Pt-On (or whatever similar command)

4) Number^2
If this returns 1, it's odd.  If it returns 0, it's even.  (or perhaps its the other way around, but you should be able to figure it out)

Edit: Apologies if I didn't make much sense, or made mistakes - I'm a bit sleepy.
Title: Re: Projectile motion, sound, doodlejump
Post by: Mohammad on December 09, 2010, 07:10:24 pm
Thank you :)
Title: Re: Projectile motion, sound, doodlejump
Post by: Michael_Lee on December 09, 2010, 07:12:24 pm
You're welcome :)
Let us know if you have any other questions!  Hope your project works out!
Title: Re: Projectile motion, sound, doodlejump
Post by: Mohammad on December 09, 2010, 07:15:44 pm
so how does the example program from the axe app zip called AXESHIP have enemies shooting multiple bullets each? does he use a variable for each bullet...also how do i store stuff in lists obviously {1,2,3,4}->L1 will not work... im too lazy to decifer the code...who wrote it?
Title: Re: Projectile motion, sound, doodlejump
Post by: AngelFish on December 09, 2010, 07:19:34 pm
ive been working on doodlejump for the calculator for about a week now. i thought it would be a great idea and i did it and added sound...however its only halfway complete but already addictive and attractive...i think i've took it to a point where all that is missing is the monsters and shooting.btw..do not steal my idea to make doodlejump!
...
3a. How do i make a projectile follow a parabolic path (in Ti-Basic you can do Pt-On(34.56,x2+2x+C) but in axe its all integer numbers so i cant do Line(2.5,3.5,4.5,1/3...i think thats a major downfall...)
3b.How do i make a ball/bullet follow a linear path(line) that is at any angle...basically how can i make a pixel follow a linear equation?
4. major question here...this will solve problem 3 for me...wheres the precious int( command? how do i know if a number is even without going ":if A/2=int(A/2"? how can i do int(3.45x+3) in axe?


I think I saw a topic labeled DoodleJump around here recently...

Anyway, the main difference between Axe and BASIC is that there are no decimals in Axe. None at all [barring Assembly work]. The easiest way to have projectile motion is to forget about realistic numbers and realize that you're working on a pixelated screen. Thus, you can give objects vectors in the form of moving a certain number of pixels per frame. Thus, a ball with no horizontal motion might move 0 pixels left or right, but could drop a constant 3 pixels per frame or something.This also solves the linear path problem because all you would have to do is set the position change variables constant. If you want to get into acceleration, that's also possible, but it requires some additional steps.
Title: Re: Projectile motion, sound, doodlejump
Post by: nemo on December 09, 2010, 07:23:48 pm
to start, no one is stealing your idea to make doodlejump. to be frank, doodle jump has been at least partially ported in axe already. if i want to make a doodle jump clone, i will.
alright... many questions. i'll start with the first.
1. use some of the free RAM areas. use L1. so {L1} contains the first bullet's X pos, {L1+1} is the Y pos. {L1+2} is the second bullet's x pos, {L1+3} likewise.
2. you cannot. well, you *can*, but it's not really worth the trouble.
3a. this is the one i feel confident in explaining. when division occurs, the remainder is truncated. 1/3 produces 0. 5/6 produces 0. 7/6 makes 1. this is only a downfall if you plan on making a math program. in which case, you shouldn't be programming in axe, you should be programming in TI-Basic. i'll give a code snippet to make a black square jump up and down when you press [2nd]. horizontal movement i'll leave up to you. basically, you need a velocity variable and a position variable. you also need a number. we'll pick 16. the screen is 96 pixels wide and 64 tall. as you said, you can't display something at .5 of a pixel. so, we must enlarge the screen. if our screen were 192 pixels tall and 128 tall, we'd technically be able to place a sprite at twice the precision as if the screen was 96 by 64. therefore, our X and Y position variable is going to be twice as large right? why don't we just pretend? let's say the screen is 96*16 pixels wide, and 64*16 tall. then, everytime you add 1 to your X position, you are technically moving it by 1/16th of a pixel.
Code: [Select]
ClrDraw
[FFFFFFFFFFFFFFFF]->Pic1
Line(0->V,58,96,58)
800->Y
Repeat getKey(15)
If Y=800 and getKey(54) // if there's no velocity and you press [2nd]
20->V                      //increase that velocity.
End
If Y-V->Y<800                   //collision detection here
V-1->V
Else
0->V
End
Pt-Change(8,Y/16,Pic1)
DispGraph
Pt-Change(8,Y/16,Pic1)
End

question 3b will be answered once i recall my knowledge of the sin/cos routines.
Title: Re: Projectile motion, sound, doodlejump
Post by: AngelFish on December 09, 2010, 07:26:05 pm

question 3b will be answered once i recall my knowledge of the sin/cos routines.

Hint: They return a value between 0 and 255 and are normal otherwise.
Title: Re: Projectile motion, sound, doodlejump
Post by: squidgetx on December 09, 2010, 07:28:33 pm
don't forget the numbers are signed: -127 to 127. Also, if you want to use degrees, you will have to multiply all your angles by 32/45 before running them through the sin/cos routines because their period is 256 instead of 360
Title: Re: Projectile motion, sound, doodlejump
Post by: nemo on December 09, 2010, 07:28:55 pm

question 3b will be answered once i recall my knowledge of the sin/cos routines.

Hint: They return a value between 0 and 255 and are normal otherwise.
no, they return a value between -127 to 127. and they are not normal otherwise. they have a period of 256, not 2pi.

also, i was thinking of the problem of making a routine which retains a constant speed while being able to change your direction. linear bullets are easy because you just have an x velocity and y velocity, like michael lee said.
Title: Re: Projectile motion, sound, doodlejump
Post by: DJ Omnimaga on December 09, 2010, 07:39:23 pm
Just one thing: I think people should be allowed to make what game they want, even if they had a similar idea as you. In fact, a DoodleJump game was started a few days ago by someone else here. It doesn't mean he have to stop working on it because you started one and it doesn't mean you have to stop working on yours because he started his before yours: you may get some different ideas than he did and offer different features or he might find some different ideas, or you or him could simply be programming a similar game for learning purposes. Also don't worry about people stealing other people code, they will get spotted quickly if they do, considering a lot of people here check the forums and ticalc.org.

Anyway good luck with your game and welcome on the forums. Just make sure to be respectful towards other forum members, regardless of their project ideas and also try to not be too quick on theft accusations. Someone else did that before here and it was not taken very well. It sounds very offensive to the people that try to legitimately contribute to the TI community.
Title: Re: Projectile motion, sound, doodlejump
Post by: Michael_Lee on December 09, 2010, 08:35:50 pm
To get lists in Axe, there are things called free ram and pointers. 

But first, I should go over how memory works in Axe, which you can skip over if you already know about bits and bytes.
At the very basic level, everything is ones and zeros.  This is binary.  Each one and each zero is referred to as a 'bit'
Axe uses something called bytes to manage memory.
A byte is comprised of exactly 8 bits.
So if 1 is a bit, and 0 is another bit, then 10110001 is exactly one byte.
One byte can hold numbers equal to 255 or under.
However, this often isn't big enough, so Axe allows you to use two bytes in a row to hold numbers up to 65535 (which is 256*256-1).
I like to imagine bytes as houses, all lined up in a row.  A bit is like a (tiny) room in that house, and two houses together can hold A LOT of people.
But we have to know where each house is, which is why they all have addresses.  We call those addresses pointers.

Which brings us nicely to free ram.
The symbol L1 is a address that points (hence the name pointer) to a 710-byte-long block of free RAM that you can use as you please.
By adding a number to the pointer, we can get access to other bytes besides the first one.
Also, by adding brackets around the pointer, we can then manipulate what number is actually stored in that byte instead of just manipulating the address.

So, L1+5 would get me the address fifth byte of free ram and {L1+5} would get me whatever number I've put there.
Examples:
Code: [Select]
.CODE1
1->{L1}
1->{L1+1}
2->{L1+2}
3->{L1+3}

For(A,0,3)
  Disp {L1+A}->DEC,i      //imaginary i for newline, here
End

Pause 5000  //added for completeness - now a functional program!
The For loop would display the numbers I had placed into free RAM earlier, displaying
1
1
2
3

To get two-byte numbers, I would just do something like {L1+A}r
The 'r' makes that pointer return the two-byte number (using the one following the pointer for the second byte)

L2 to L6 also return pointers to more free RAM, but you should check the commands list because the amount of available bytes varies, and L6, for example, is used by Axe to store what your program is displaying on the screen, so messing with the other 5 pointers besides L1 can have some inconvenient consequences.
Title: Re: Projectile motion, sound, doodlejump
Post by: DJ Omnimaga on December 09, 2010, 08:47:23 pm
Now, now...  Everybody calm down, let's not scare the new member...
People can make whatever they want, so long as they don't get nasty about it
I know, I wasn't trying to scare him away, I was just making sure he knows we're not here to steal his ideas/work.
Quote
, and beginners are allowed to start with some worries...
Not if it goes against the forum rules. In that case rules are applied the same way they would with any other member.
Title: Re: Projectile motion, sound, doodlejump
Post by: yunhua98 on December 09, 2010, 10:04:44 pm
lol, a lot of Doodle/Papi Jump ports lately  XD
but anyway, good luck, can we haz screenies soon?  :D
Title: Re: Projectile motion, sound, doodlejump
Post by: Mohammad on December 10, 2010, 01:07:57 am
 :) im very sorry i didnt mean to harm anyone (i removed the accusation part). just here to improve my axing abilities :)
Title: Re: Projectile motion, sound, doodlejump
Post by: Mohammad on December 10, 2010, 01:10:05 am
Now, now...  Everybody calm down, let's not scare the new member...
People can make whatever they want, so long as they don't get nasty about it
I know, I wasn't trying to scare him away, I was just making sure he knows we're not here to steal his ideas/work.
Quote
, and beginners are allowed to start with some worries...
Not if it goes against the forum rules. In that case rules are applied the same way they would with any other member.
this is immensely helpful thank you so much!. Nemo's comment was also helpful. did not realize L1 is so cool like that...

ok so im gonna attach a screen :)
its in full mode, a bit too fast even with pause 20 but too slow if in normal mode. the bar on top is how much jet pack you have. you get to use it when you want but it slowly deteriorates in fuel so u cant cheat.hehe. and the pixels you see at the bottom of the screen is part of a breaking platfrm...bad scrnshot due to ti's-emulator
the number is the score
Title: Re: Projectile motion, sound, doodlejump
Post by: DJ Omnimaga on December 10, 2010, 01:50:44 am
That looks great! Can't wait to try it out :D
Title: Re: Projectile motion, sound, doodlejump
Post by: Mohammad on December 12, 2010, 09:18:45 pm
new updates:
so far its got:
jetpack: can use anytime by pressing 2nd, but you must use it while it lasts because it runs out as you keep jumping(dripping fuel)
bomb: they drop from nowhere and if they land on a platform and you happen to fall on it...-75 points
moving platforms: there are four platforms for each frame...as you score higher they start moving side to side one by one. very fun when they all move after you score 300+
slow scroll: if you collect this your jump hieght shortens and it scrolls slower as well...hindering your scoring...can be beneficial when platforms are not moving

i can add as many more items as i want: any special requests? thinking about space shuttle ;)

anyway>>> i wanted to let you guys know my idea on how to make the scrolling work. there are four lines, each scroll down when you jump, when one of them hits the end of the screen, it goes back up on top of the screen but at a different random x position. it think its pretty sly and you cant tell that i did that :)
screenshots coming...also...i revised doodler so he looks much better. now he is 12*10 instead of 6*7 and has four legs now too ;)
Title: Re: Projectile motion, sound, doodlejump
Post by: Mohammad on December 12, 2010, 10:21:31 pm
here it is so far :) i somehow managed to got pretty far so...keep watching it gets pretty hard ;)

i forgot to show how doodler can go off screen on one side and comes back on the other side...ops
dont forget its got sound.
ill release the file when i get a few bugs out ;)
Title: Re: Projectile motion, sound, doodlejump
Post by: ztrumpet on December 12, 2010, 10:22:47 pm
That looks excellent!  Nice job! ;D

I really like the moving platforms. :D
Title: Re: Projectile motion, sound, doodlejump
Post by: Mohammad on December 12, 2010, 10:27:23 pm
That looks excellent!  Nice job! ;D

I really like the moving platforms. :D
thanks ;) swear its faster on a calc :( gif slow...

edit: new gif: scored 400+ then landed on bomb :(
scond time i got further :) you can see some glitches like dots appearing in screen...when jetpacking
Title: Re: Projectile motion, sound, doodlejump
Post by: Michael_Lee on December 13, 2010, 01:54:42 pm
Very nice!  It looks pretty cool!
Title: Re: Projectile motion, sound, doodlejump
Post by: Builderboy on December 13, 2010, 04:53:19 pm
Wow, looking awesome!   Im a bit worried as to how it looks on calc, does the black background give you any blur issues on real hardware?
Title: Re: Projectile motion, sound, doodlejump
Post by: Mohammad on December 13, 2010, 07:07:14 pm
Wow, looking awesome!   Im a bit worried as to how it looks on calc, does the black background give you any blur issues on real hardware?
nope on calc it looks fantastic and flows much better. im not sure whats wrong with wabbitemu...first time i used this software. ill finish this game soon and you can take a look for your self. there is no to little blur in the calc. only blur is when you jet pack really fast but thats unavoidable.
 its much faster on a calc...not too enjoyable in the simulator for some reason  ???
Title: Re: Projectile motion, sound, doodlejump
Post by: Builderboy on December 13, 2010, 07:08:21 pm
Sounds awesome :D yeah and jetpacking should be fast anyway :P I can't wait for a release ;D
Title: Re: Projectile motion, sound, doodlejump
Post by: Mohammad on December 13, 2010, 07:09:50 pm
Sounds awesome :D yeah and jetpacking should be fast anyway :P I can't wait for a release ;D
ty. finally someone cares lol. friedns at school awestruck
hmm...im thinking about slime volleyball with 4-level grayscale for my next game nice and simple ;)
Title: Re: Projectile motion, sound, doodlejump
Post by: DJ Omnimaga on December 14, 2010, 02:31:17 pm
Quote
(http://www.omnimaga.org/index.php?action=dlattach;topic=5641.0;attach=4972;image) (http://www.omnimaga.org/index.php?action=dlattach;topic=5641.0;attach=4973;image) (http://www.omnimaga.org/index.php?action=dlattach;topic=5641.0;attach=4975;image)

OMG! O.O O.O This is too great! Seems really fast-paced and smooth, yet it looks so awesome as well. Do you think a version will be available soon? :D

By the way I like your line scrolling idea. I always wondered how we could scroll multiple pixels at once this fast. With Horizontal/Vertical commands, you need to repeat them over and over. Nice idea you had
Title: Re: Projectile motion, sound, doodlejump
Post by: yunhua98 on December 14, 2010, 02:34:06 pm
wow!  I can't believe how easy that is to play while still having nice big sprites!  I guess I put my platforms to far apart  XD
Title: Re: Projectile motion, sound, doodlejump
Post by: Mohammad on December 14, 2010, 10:14:30 pm
wow!  I can't believe how easy that is to play while still having nice big sprites!  I guess I put my platforms to far apart  XD
;) soon as i implement that rocket alien space ship + shooting ill release beta maybe even earlier. no menu yet. planning for grayscale menu

UPDATE: now its fast enough for normal mode so ill have a fast and normal mode on menu. this was due to better sprite erasing. i did drawinv^r and then Recallpic to turn the whole screen black(erase all sprites). this way i dont need to erase every single sprite ;)
edit:
i could ve just done clrdraw:drawinv...duh...
Title: Re: Projectile motion, sound, doodlejump
Post by: Deep Toaster on December 14, 2010, 10:17:30 pm
Whoa, that looks amazing! Especially the moving platforms. Nice job!
Title: Re: Projectile motion, sound, doodlejump
Post by: DJ Omnimaga on December 15, 2010, 04:25:03 am
Can't wait for the beta. ;D

I'll also move this to the projects section since it's in the wrong sub-forum.
Title: Re: Projectile motion, sound, doodlejump
Post by: Mohammad on December 15, 2010, 08:12:56 pm
UPDATES 8):
starting small:
scoring different
1 point for each platform that you pass
points keep adding up fast when you jetpack
New UFO ship:
appears every time you pass a hundred platform.
it shoots you and if you get hit...-25 points
Shooting: Doodler shoots! but only when UFO is there
if you hit a UFO, +50 points!
shooting still very primitive, will make it much better :)

take a look: watch for when the UFO appears when score=260 and 330-ish
this is the best i can do in Wabbitemu...on calc that UFO stands no chance ;)
Title: Re: Projectile motion, sound, doodlejump
Post by: squidgetx on December 15, 2010, 08:30:34 pm
Wow, looks nice. I know this has probably been mentioned before, but are you planning on adding gravity; ie more realistic jumping? Also as a side note, you should probably edit your last post instead of doubleposting if it's been less than 6 hours (limit is 1 hour for project updates) :)
Title: Re: Projectile motion, sound, doodlejump
Post by: Mohammad on December 15, 2010, 08:46:15 pm
Make a loop that constantly adds a velocity variable to the y-position variable, and if the object is not at rest, subtracts some value from the velocity variable every iteration. To jump, set the velocity variable to a positive value.

A basic example (also attached):
Code: [Select]
.GRAVTEST
ClrDraw
[FF818181818181FF]→Pic1
56→Y
0→V
Repeat getKey(15)
!If Y-56
0→V
If getKey(54)
7→V
End
Else
V-1→V
End
Pt-Change(44,Y-V→Y,Pic1)
DispGraph
Pt-Change(44,Y,Pic1)
Pause 32
End
       Pseudocode:
Code: [Select]
Header
Clear screen
Object sprite
Initialize y position
Initialize y velocity
Until user presses clear
  If object is at rest (bottom of screen)
    Set velocity to zero
    If user presses 2nd (jump)
      Set velocity to a positive value
    End
  Else, object is not at rest
    Decrease velocity
  End
  Update y position and draw sprite
  Update screen
  Clear sprite
  Delay
End

ok ive tried a version of the code above to make pretty good gravity...but the problem is that since doodler jumps down more that 4 pixels per frame sometimes, he skips through the platforms and does not hit them! can someone please help me avoid this?
what are other ways off simulating gravity??
Title: Re: Projectile motion, sound, doodlejump
Post by: ztrumpet on December 15, 2010, 10:47:41 pm
Wow, that looks cool!  Great job! ;D
Title: Re: Projectile motion, sound, doodlejump
Post by: Madskillz on December 16, 2010, 12:29:11 am
Looks great man, is that UFO shooting or where those doodlers bullets?
Title: Re: Projectile motion, sound, doodlejump
Post by: Mohammad on December 16, 2010, 01:23:14 am
Looks great man, is that UFO shooting or where those doodlers bullets?
yeah UFO shoots 8)
Title: Re: Projectile motion, sound, doodlejump
Post by: DJ Omnimaga on December 16, 2010, 04:51:25 am
WOAH! Looks even better and better! I think the jumping is currently fine for the type of game, though. I guess gravity could be a great addition but it's not fully necessary. I really can't wait to play this. What are the gray blocks though? Also is there a difficulty increase with the time besides the moving platforms being more common as you progress and the UFOs? Keep up the good work! :thumbsup:
Title: Re: Projectile motion, sound, doodlejump
Post by: JustCause on December 16, 2010, 09:52:18 am
ok ive tried a version of the code above to make pretty good gravity...but the problem is that since doodler jumps down more that 4 pixels per frame sometimes, he skips through the platforms and does not hit them! can someone please help me avoid this?
what are other ways off simulating gravity??

Ah, you've ran into the inevitable problem of platformers. The way I handled this is to split multi-pixel movement into single-pixel movement: I'd try a For loop to check every individual pixel. It's not fun (check the My First Quantum Translocator thread and you can see me whining about doing it for about four pages) but it works, and if you do it right there's no speed decrease.

I'm impressed. Keep up the good work, and (because I haven't said this yet) welcome to Omnimaga!
Title: Re: Projectile motion, sound, doodlejump
Post by: Mohammad on December 16, 2010, 05:58:52 pm
i have to make a descision some time about the gravity and i tihnk >for now<...
im going to stick with the way it is because who would have time to look at how doodler jumps when you're busy fighting aliens and not falling?
if i am done with every possible thing i can do to this game, then gravity will will be my next target

as of now, the way i set up jumping is crucial to all the functions of the game...anyway
i appreciate your output. ill make a space shuttle as soon as i can, and then i'll make the menu...and maybe ill release it sooner as soon as i get a bug with the bombs taken out ;)
edit: ive thought of a way to do gravity  :o it may or may not work...wrote down for when i get around doing it....here ill explain my thinking:
ill use the technique i stated on my above post....
soo...since each platform gets put back up to the top after it hits the bottom, every platform is exactly 16 pixels apart(vertically) from another platform, so i will check (with for loops) if doodlers feet are anywhere near 16 pixels above a platform's y coord(each platform (there are four) has a x and y coordinate) and also if he is within the length of the platform...this would slow it down but i could remove my pauses ;)
Title: Re: Projectile motion, sound, doodlejump
Post by: nemo on December 16, 2010, 06:13:15 pm
how large are the platforms? if they're three pixels in height, give doodler a maximum downwards velocity (terminal velocity) of 3 pixels. hmmm but that won't work since your  platforms aren't solid.

did you say that you have the x and y coordinates of each platform in a place? then you could just loop through each platform and see if doodler's foot is contained within it.

Code: [Select]
xPos = doodler's x position
yPos = doodler's foot position
xPlat = platform's x position
yPlat = platform's y position
height = platform's height
width = platform's width.
if(xPlat <= xPos and (xPlat + width >= xPos) and (yPlat <= yPos) and (yPlat + height >= yPos)
//doodler's foot is in a platform, so jump up.

this will probably also slow down your code a lot... but it's another suggestion.
Title: Re: Projectile motion, sound, doodlejump
Post by: Mohammad on December 16, 2010, 06:20:21 pm
yeah i tried term velocity for downward falling but filled up platforms look really bad...
i could try the "if foot is touching platform" but what if doodler skips through the platform?

i think ive got it :): terminal velocity wil be 4, if a platform is at least 4 pixels from doodlers foot, his Y pos will change to the platforms Y pos
(so it looks like he touched it)
Title: Re: Projectile motion, sound, doodlejump
Post by: DJ Omnimaga on December 16, 2010, 11:43:41 pm
If it's too much hassle to change the game to have better physics, I think you should just not add the physics. I think in its current form it's very fine. It may make the game a bit more interesting but I'm sure it would still be very fun even with the current moving.
Title: Re: Projectile motion, sound, doodlejump
Post by: Mohammad on December 17, 2010, 09:48:31 pm
ok im sorta bored with this released first beta. check very first post ;)
wabbitemu suddenly broke down and goes to setup everytime and i dont think i can fix that...tried many times...oh well made the menu check it out ;)
Title: Re: Projectile motion, sound, doodlejump
Post by: DJ Omnimaga on December 17, 2010, 09:50:07 pm
Cool to see the beta out! :D

By bored I hope you don't mean you're stopping working on this, though? D:
Title: Re: Projectile motion, sound, doodlejump
Post by: Mohammad on December 17, 2010, 09:51:05 pm
Cool to see the beta out! :D

By bored I hope you don't mean you're stopping working on this, though? D:
lol no im not stopping course not
(delete this if you like)
Title: Re: Projectile motion, sound, doodlejump
Post by: DJ Omnimaga on December 17, 2010, 10:27:50 pm
Ah ok phew.

Btw I tried the game and it's really great! Only suggestions I would have are:

-Add a key delay or remove key repeat when selecting stuff. When I press APPS then 2 to launch your app, it instantly goes into About and keys in menus are too sensitive.
-The delay when the score appears is too long. It would be nice to be able to quit instantly.
-There are collision detection issues with power-ups. SOmetimes I jump on a power-up and if I'm not at the very accurate pixel, I don't get the power-up.
Title: Re: Projectile motion, sound, doodlejump
Post by: Deep Toaster on December 18, 2010, 12:06:08 am
Yay a beta! Nice job on this.

-Add a key delay or remove key repeat when selecting stuff. When I press APPS then 2 to launch your app, it instantly goes into About and keys in menus are too sensitive.

I agree with this. To fix it you can use plain getKey (like getKey→K) instead of getKey(0) or getKey(#). That way there's an automatic key delay, just like in BASIC menus.

ok ive tried a version of the code above to make pretty good gravity...but the problem is that since doodler jumps down more that 4 pixels per frame sometimes, he skips through the platforms and does not hit them! can someone please help me avoid this?
what are other ways off simulating gravity??

Ah, you've ran into the inevitable problem of platformers. The way I handled this is to split multi-pixel movement into single-pixel movement: I'd try a For loop to check every individual pixel. It's not fun (check the My First Quantum Translocator thread and you can see me whining about doing it for about four pages) but it works, and if you do it right there's no speed decrease.

I'm impressed. Keep up the good work, and (because I haven't said this yet) welcome to Omnimaga!

This is late, but my thoughts on that:

Yeah, that's an annoying problem with all platformers with gravity, as JustCause said. In PapiJump I had to resort to checking each row with a For( loop, like JustCause suggested. But if each platform is an equal width apart, a faster way to do it is by dividing the Y value by 16, multiplying it by 16 again, and messing with the amount of vertical shift at that moment until it hit-detects correctly (I can help you with this later if you want :D I already had to do a lot of that stuff for Contra, anyway).
Title: Re: Projectile motion, sound, doodlejump
Post by: DJ Omnimaga on December 18, 2010, 01:03:13 am
No speed decreases when checking individual pixels? Mhmm seems like this could have solved some Supersonic Ball issues if I knew how to do that when the project was still alive. X.x
Title: Re: Projectile motion, sound, doodlejump
Post by: Mohammad on December 18, 2010, 02:05:27 am
yea im gonna be in vacation for the next 2 weeks so i HAD to released this. all the issues you stated i am well aware of ;)
so glad no new issues came up whewwww...already fixed getkey...long pause at end result of long sound :P will fix that now lol i get pretty annoyd to :(
sooooo happy no new problems found. play more....find me some problems to fix lol

EDIT:OK THIS WIERD:
Axe turned like 3 lines of my code into gibberish...backed up no worries but why the heck did that happen??? did lose the fixes oh well..

EDIT EDIT:
k the issue with powerup...only powerup where you have to be right on the money(sort of) is SS thing...thats a bad thing...it slows you down. dont want that thing...it pops up so often i just made it hard to get....it is good tho when fighting aliens..
Title: Re: Projectile motion, sound, doodlejump
Post by: DJ Omnimaga on December 18, 2010, 02:50:49 am
Aw sorry to hear you won't be around. There's definitively a lot of new members who got no Internet at home here. X.x
Title: Re: Projectile motion, sound, doodlejump
Post by: Mohammad on December 18, 2010, 11:45:08 am
Aw sorry to hear you won't be around. There's definitively a lot of new members who got no Internet at home here. X.x
oh ill have internet...i just didnt wanna make you guys wait another week to play the game lol
Title: Re: Projectile motion, sound, doodlejump
Post by: DJ Omnimaga on December 18, 2010, 03:03:01 pm
Oh ok, I thought you wouldn't be around for the entire vacations. I'M glad you'll still be around. :P (I think about 8 people got no Omni access for one month)
Title: Re: Projectile motion, sound, doodlejump
Post by: Mohammad on December 20, 2010, 03:52:42 pm
ok....updates:
added spring feet. i think it looks great
will put the file in when i can...right now in Dubai gotta catch a plane lLOLs so cant upload file sorry
but dpring feet are awesome youll love it
Title: Re: Projectile motion, sound, doodlejump
Post by: DJ Omnimaga on December 21, 2010, 12:55:05 am
Cool, can't wait to see the update :D.
Title: Re: Projectile motion, sound, doodlejump
Post by: Mohammad on January 06, 2011, 01:10:03 am
ok, how do i make an appvar?
Title: Re: Projectile motion, sound, doodlejump
Post by: AngelFish on January 06, 2011, 01:13:42 am
From the documentation:

Quote
PROGRAM:A
:.HISCORE
:"appvMyScore"→Str1
:!If GetCalc(Str1)→P
:GetCalc(Str1,2)→P
:Return!If P
:0→{P}r
:End
Title: Re: Projectile motion, sound, doodlejump
Post by: DJ Omnimaga on January 06, 2011, 02:16:46 am
Good luck with appvars, though. It's a major PITA to use them. X.x
Title: Re: Projectile motion, sound, doodlejump
Post by: Mohammad on January 06, 2011, 09:38:15 pm
From the documentation:

Quote
PROGRAM:A
:.HISCORE
:"appvMyScore"→Str1
:!If GetCalc(Str1)→P
:GetCalc(Str1,2)→P
:Return!If P
:0→{P}r
:End
no idea what you sayed... what is getcalc? str1..str1,2? whats the 2?
Title: Re: Projectile motion, sound, doodlejump
Post by: AngelFish on January 06, 2011, 09:49:01 pm
Okay, I'll step through the code piece by piece. Getcalc is an Axe token. See the Commands.html document for further information.

Code: [Select]
PROGRAM:A
:.HISCORE

This part is obvious. It just creates the program name.

Code: [Select]
:"appvMyScore"→Str1
This is known as a name string and it basically stored the name to the memory location known as Str1

Code: [Select]
:!If GetCalc(Str1)→P
This checks if the appvar already exists. If it does, the pointer is stored in P. If it doesn't, the conditional is executed.

Code: [Select]
:GetCalc(Str1,2)→P
This creates an appvar of size 2 (2 bytes) with the name stored in Str1 and returns a pointer to the appvar in P

Code: [Select]
:Return!If P
:0→{P}r
:End

This returns if P doesn't exist (no appvar was created). If it does exist, it stores 0 to the appvar, which is two bytes. The curly brackets tell the compiler that you're storing to the memory location referenced by P. The r means that you're storing a two byte number.
Title: Re: Projectile motion, sound, doodlejump
Post by: turiqwalrus on January 06, 2011, 09:52:04 pm
Thanks for that. This really helps me to understand axe's syntax a bit better. I've been looking at the demos(and ztrumpet's snake), but haven't been making much progress yet.
Title: Re: Projectile motion, sound, doodlejump
Post by: AngelFish on January 06, 2011, 10:12:19 pm
I thought the hardest part to get used to in Axe was the concept of pointers.

Anyway, if you need help with anything, just ask  :)
Title: Re: Projectile motion, sound, doodlejump
Post by: turiqwalrus on January 06, 2011, 10:16:09 pm
pointers, yeah. also finding all of the special chars. They're not alphabetical in the catalog. I know why, but it's still annoying.
Title: Re: Projectile motion, sound, doodlejump
Post by: DJ Omnimaga on January 07, 2011, 06:41:55 pm
I thought the hardest part to get used to in Axe was the concept of pointers.

Anyway, if you need help with anything, just ask  :)
Yeah, although I got more troubles with appvars. The syntax is just too confusing to remember. I had troubles understanding pointers too, but far less much than figuring out appvars + remembering the syntax for creating it, storing into it and pointing to it. And yeah the tokens are not in alphabetical order, otherwise Axe would most likely be an  additional 16 KB larger, kinda like language localization apps.
Title: Re: Projectile motion, sound, doodlejump
Post by: Michael_Lee on January 07, 2011, 08:30:46 pm
It was also somewhat difficult for me to create appvars too, although after I realized that the syntax for using L1 and appvars were identical, storing to them became easy.
Title: Re: Projectile motion, sound, doodlejump
Post by: DJ Omnimaga on January 09, 2011, 07:16:14 pm
My confusion always comes from figuring out when to use both syntaxes. I always end up using the code for pointing to an appvar to create it instead of the one to create it. I just never can remember which one to use. Result: when recalling data it is usually offset and in case of pics/sprites it sometimes just shows garbage. It is also one of the reason why I quit Axe after my futile attempt at creating a tilemap editor.
Title: Re: Projectile motion, sound, doodlejump
Post by: Mohammad on January 11, 2011, 10:14:03 pm
posted newest update...(go to first ever post)
still havent made appvarring
Title: Re: Projectile motion, sound, doodlejump
Post by: DJ Omnimaga on January 11, 2011, 10:18:02 pm
Very nice update! I hope you can figure out the appvar stuff soon.
Title: Re: Projectile motion, sound, doodlejump
Post by: Mohammad on January 11, 2011, 10:38:15 pm
Very nice update! I hope you can figure out the appvar stuff soon.
yep when i get time....finals :) need to keep my gpa lol
Title: Re: Projectile motion, sound, doodlejump
Post by: Mohammad on January 23, 2011, 06:54:11 pm
been trying to get the appvar running...and i succesfully did, but i cant figure out how to compare its value to a different variable and change it if the variable is bigger than the appvar...im confused
Title: Re: Projectile motion, sound, doodlejump
Post by: Michael_Lee on January 23, 2011, 07:35:53 pm
I'm assuming that you want to change the value in the appvar if your variable is larger then the one in the appvar?

Then try this:

Code: [Select]
.TEST

"appvSTUFF"->Str1
!If getCalc(Str1)->A
    getCalc(Str1,10)->A
End
I've done one of two things here -- I've either created an appvar named STUFF that's 10 bytes long, or if I already created that appvar sometime in the past, I've just found the pointer or address that tells me where the appvar starts.

Code: [Select]
1->{A}
2->{A+1}
3->{A+2}
5->{A+3}
8->{A+4}

3->C
The appvar is 5 bytes long - I've stored the numbers 1, 2, 3, 5, and 8 to the appvar.  I've also stored a random number to the variable C.

Code: [Select]
For(Z,0,4)
    If {A+Z}<C
        C->{A+Z}
    End
End
An appvar is just like a list in TI-Basic - The For loop runs through numbers zero through four, and the If statement checks items zero through four in the appvar to see if it's lower then C.  If it is, it writes whatever is in C to that item in the appvar.

Code: [Select]
For(Z,0,4)
    Text(5,Z*10,{A+Z}>Dec)
End
This runs through the entire appvar, displaying the new values.  This is what you should see:
3
3
3
5
8
Title: Re: Projectile motion, sound, doodlejump
Post by: Mohammad on January 24, 2011, 12:33:52 am
sorry, this may be really stupid question...but you state that STUFF is 10 bytes long but you then say its 5??
also can you just lose the for loops if you only use the appvar to store 1 single number(just the high score) Like this:
:GetCalc(Str1,2)->A
:if A<S:S->{A}:end
:GetCalc(Str1)->A
:Text(1,1:Text A:Dispgraph

the prob is this doesnt work and i dont know why....but then again im lazy and didnt type your code in...i will soon cause i know it works....

also..off topic...when you did Z*10...cant you just do 10z? also, in ti basic zooming out and in is possible which allows for zooming in\out through sniper scope (using plots as sprites)...but how can i do this in axe because ti basic is far too blinky

Thanks a lot for your help!!!!!!
Title: Re: Projectile motion, sound, doodlejump
Post by: Michael_Lee on January 24, 2011, 12:54:23 am
sorry, this may be really stupid question...but you state that STUFF is 10 bytes long but you then say its 5??
Absolutely.  You can make your appvar 5 bytes long, 20 bytes, 1337 bytes... just change the 2nd value in getKey to the desired length.


Quote
also can you just lose the for loops if you only use the appvar to store 1 single number(just the high score)
Yup.
Try this:
Code: [Select]
"BLARG"->Str1
getCalc(Str1)->A
!If A
    getCalc(Str1,5)
End
.The above just either creates or finds an appvar named BLARG that is 5 bytes long

If {A}<S
    S->{A}
End
.If the value stored in the first byte of your appvar is less then S,
.Store S to the first byte of the appvar

Text(1,1,{A}>Dec)
.This is fairly simple - it displays the value.
.>Dec is the token in the math menu - in TI-Basic, it would turn a number into a decimal

Repeat getKey(15)
End
.Waits for the user to press [CLEAR]


Quote
Like this:
:GetCalc(Str1,2)->A
:if A<S:S->{A}:end
:GetCalc(Str1)->A
:Text(1,1:Text A:Dispgraph
the prob is this doesnt work and i dont know why....but then again im lazy and didnt type your code in...i will soon cause i know it works....

Thanks a lot for your help!!!!!!
There are several reasons why that won't work:

Code: [Select]
If A<S
    S->{A}
End
A is the location of your appvar.  Imagine your calculator has 100 sort of boxes (which represent a byte of memory), and each box can store one number. 
If we want find a box and use the number we put in there, we first have to know which box to look for. 
Luckily, the calculator numbers the boxes from 0 to 99, so we just have to remember what number box our number is in. 
'A' tells you which box to look for,
'{A}' opens that box and gives you the number inside.
This means that you shouldn't do
If A<S
but instead you should do
If {A}<S

Code: [Select]
:GetCalc(Str1)->A
:Text(1,1:Text A:Dispgraph

The 'getCalc(Str1)->A' is unnecessary.  You already know which box to look for, so you don't need to tell Axe to find the appvar again.

Again, you would need 'Test {A}', not 'Test A'.  Don't forget the >Dec token to prevent gibberish from being displayed.

If you don't begin your program with 'Mode 5' (and later end your program with 'Mode 4'), DispGraph is just going to overwrite your text.
Title: Re: Projectile motion, sound, doodlejump
Post by: Runer112 on January 24, 2011, 12:54:59 am
I haven't tested it myself, but perhaps try this? This first checks if the variable exists. If it doesn't, it creates it and initializes the high score (the first and only 2 bytes of the variable) to 0. After having created the variable if necessary, it then sets the high score to the maximum of the previous high score and S. This also sets V to point to the appvar, in case you want to grab the high score or any other data stored in it at a later time.

Code: [Select]
Text(1*256+1)
!If GetCalc(Str1)
→{GetCalc(Str1,2)}ʳ
-1
End
→V
max({}ʳ,S)→{V}ʳ
-1
Text {}ʳ►Dec


EDIT: Tested it and it works. It's about as optimized as I could get it. I can't see any other ways to optimize it without compromising your ability to use the appvar to contain other data as well.
Title: Re: Projectile motion, sound, doodlejump
Post by: Michael_Lee on January 24, 2011, 12:57:23 am
o.0

For some reason, I find the abuse of HL to be insanely cool.

(I think it's HL...)
Title: Re: Projectile motion, sound, doodlejump
Post by: Mohammad on January 25, 2011, 01:18:14 am
thanks for the helps guys got it working perfect now i will work on some more power ups... :)
Title: Re: Projectile motion, sound, doodlejump
Post by: DJ Omnimaga on January 25, 2011, 01:18:47 am
Cool to hear :D

What power-ups will you add next?
Title: Re: Projectile motion, sound, doodlejump
Post by: Mohammad on January 25, 2011, 04:00:20 pm
hehehe i got a lot of them...heres what im thinknig
Question mark sign: gives you a random powerup :)
+100:gives you 100 points...lmao...rare though
laser:shoot ufo with laser if you collect this ;) very easy to make lol straight line
up arrow:jump super duper high if you collect it
switch: switches arrow keys...so when you press left doodler goes right  :o

this is what im working on. already implemented +100 and the question mark ans the up arrow...just need to do the laser...

what do you think i should add? something really cool...like a supernebula rofl

ALSO>>>>
does anyone have anything that will let me edit the program on my computer? scrolling down takes like 2 mins straight.... :( really boring
Title: Re: Projectile motion, sound, doodlejump
Post by: Fast Crash on January 25, 2011, 04:40:41 pm
Ti Graph link ( for Ti 83+ )
Title: Re: Projectile motion, sound, doodlejump
Post by: Mohammad on January 25, 2011, 08:04:28 pm
ok some bad news...i kinda lost my progress on this thing by accident..some problem with axe didnt let me back up and boom mem clear...how stupid...will take me long time to get it back to where it was but i can do it in a week
annoying mem clears...is their anyway to go from app to program cuz i got the doodlejump app updated just lost the updated source...

NEVermindss...all is well!!!!!!!!!!!!!!!! found it on wabbit hehehe
Title: Re: Projectile motion, sound, doodlejump
Post by: Michael_Lee on January 25, 2011, 08:31:38 pm
ok some bad news...i kinda lost my progress on this thing by accident..some problem with axe didnt let me back up and boom mem clear...how stupid...will take me long time to get it back to where it was but i can do it in a week
annoying mem clears...is their anyway to go from app to program cuz i got the doodlejump app updated just lost the updated source...

NEVermindss...all is well!!!!!!!!!!!!!!!! found it on wabbit hehehe

...Hooray?  I'm glad you found a copy.

hehehe i got a lot of them...heres what im thinknig
Question mark sign: gives you a random powerup :)
+100:gives you 100 points...lmao...rare though
laser:shoot ufo with laser if you collect this ;) very easy to make lol straight line
up arrow:jump super duper high if you collect it
switch: switches arrow keys...so when you press left doodler goes right  :o

this is what im working on. already implemented +100 and the question mark ans the up arrow...just need to do the laser...

what do you think i should add? something really cool...like a supernebula rofl

ALSO>>>>
does anyone have anything that will let me edit the program on my computer? scrolling down takes like 2 mins straight.... :( really boring


Perhaps you could use Tokens?  It even supports Axe and can compile your program to 8xp.  You could also use SourceCoder at Cemetech to decompile your programs, although I don't know if it can recompile...
Title: Re: Projectile motion, sound, doodlejump
Post by: Mohammad on January 26, 2011, 12:48:03 am
yeah...found the appvar in the recycling bin...lol you know that appvar that axe makes when you backup...lol that one. i just need to get that on my calc...hopefully no troubles...win 7 with Ti connect you never know ;(
ran it on wabbit emu all is well and all works...phew
Title: Re: Projectile motion, sound, doodlejump
Post by: DJ Omnimaga on January 26, 2011, 12:59:19 am
Phew I'M glad you didn't lose the progress. I recommend Source Coder 2.5 or Tokens to edit files on the computer.

I wish the 83+ had a go up/down and search option like on Casios...
Title: Re: Projectile motion, sound, doodlejump
Post by: Mohammad on January 27, 2011, 07:01:13 pm
I have a question about axe...can i use ASM programs on axe?
can i just write asm(prgmBLA) in the middle of my program?

im asking this because i got some cool little gadgest from <http://tibasicdev.wikidot.com/asmlibs> and was wondering if i could implement battery checking into a game with axe...i sorta was experimenting with a concept OS
Title: Re: Projectile motion, sound, doodlejump
Post by: Mohammad on January 28, 2011, 11:19:58 pm
Ok ive seriously screwed up my calculator...

i was trying to download a OS from a friend's calculator and mine froze up after the download and got stuck in Waiting...please install OS now
i tihnk my whole calcs done with...im not buying a new one...this sucks can someone please help me!!!?
Title: Re: Projectile motion, sound, doodlejump
Post by: AngelFish on January 28, 2011, 11:26:58 pm
Okay, the first thing you need to do is hook your calculator up to a computer. Then, download an OS. I'll post the link to a few in a minute. After that, install TI-connect and send the file to the calculator. Wait for the file to send and do NOT unplug the calc if the transfer take a long time. I can personally guarantee that it will take at least 10 minutes to send and I've hear it sometimes  takes as long as half an hour.

That should fix your calc. Unfortunately, everything that wasn't archived will now be gone from your calculator. Well, actually it's already gone and there's nothing you can do about it. Unplugging during an OS transfer without canceling will corrupt the OS and clear your. I don't recommend doing it.

EDIT: Here's a link to all known OS versions for the TI-83+, 84+, and 84+ SE calculators. I recommend 2.43 if you do programming exclusively and 2.53 if you use it mostly for math.

http://ti.bank.free.fr/index.php?mod=archives&ac=cat&id=OS+z80 (http://ti.bank.free.fr/index.php?mod=archives&ac=cat&id=OS+z80)

Also, there's no need to worry about your calc. I've done exactly what you did to my own calc at least three times and it's still working.
Title: Re: Projectile motion, sound, doodlejump
Post by: Mohammad on January 28, 2011, 11:30:33 pm
ok i have all things backed up i dont care about thsoe...but when i send the OS with Ti connect, at 4% it stops and says "ERROR Press any key to Turn of Unit..." thats the real problem...it may have something to do with my battery ill charge it full after all else fails...  :'(
Title: Re: Projectile motion, sound, doodlejump
Post by: AngelFish on January 28, 2011, 11:31:40 pm
Use TILP if you can't get it to work:

http://lpg.ticalc.org/prj_tilp/index.html (http://lpg.ticalc.org/prj_tilp/index.html)
Title: Re: Projectile motion, sound, doodlejump
Post by: DJ Omnimaga on January 28, 2011, 11:34:45 pm
Uhm, when your calc says receiving calc software and 4 or 7%, if the percentage froze, it doesn't mean the calc froze: it just refreshes every 7 or 8%. I'm not sure why TI did that because it's really misleading and we think it's not updating. During transfer, you must not move the calcs at all, in case the cable is broken, and must not press any key.

I hope it works. Also TI-Connect has two ways of sending the TI-OS I think: in the TI-Connect folder there's a TIOS Downloader program and you can also right click the OS and send to TI device.

Also if you use TiLP make sure to uninstall TI-Connect first.
Title: Re: Projectile motion, sound, doodlejump
Post by: Mohammad on January 28, 2011, 11:36:23 pm
ok so the problem is that it displays "ERROR please press any key to turn off unit..." during installation...wht is this???
i use TIOSdownloader...everything works just the installing process...i seriosuly dont think this is fixable...Ti needs to make better hardware
Title: Re: Projectile motion, sound, doodlejump
Post by: AngelFish on January 28, 2011, 11:37:27 pm
It could mean that you've broken the connection or that you're not sending a proper OS. Does the Calc itself say this or TI-connect?
Title: Re: Projectile motion, sound, doodlejump
Post by: Mohammad on January 28, 2011, 11:41:58 pm
the calc...btw my friend also got this problem (not the one that sent it to me) another one...
could this be a batter problem? is there not enough batteries on the thing? thats what Ti sayed in this website>>>
http://epsstore.ti.com/OA_HTML/csksxvm.jsp?nSetNumber=11945
Title: Re: Projectile motion, sound, doodlejump
Post by: AngelFish on January 28, 2011, 11:43:23 pm
Yeah, resend one of the OSes from my link and don't touch the calc until it's done. Walk out of the room and go watch TV. Also, your firewall may be a problem. Disable it while you send the OS.
Title: Re: Projectile motion, sound, doodlejump
Post by: Mohammad on January 28, 2011, 11:44:21 pm
thats the prob...it will never be done....it says ERROR..please turn off calc...after 4% installation
Title: Re: Projectile motion, sound, doodlejump
Post by: AngelFish on January 28, 2011, 11:45:18 pm
That's the error I got whenever my firewall intervened. Sometimes you have to try multiple times.
Title: Re: Projectile motion, sound, doodlejump
Post by: Mohammad on January 28, 2011, 11:47:52 pm
thanks...i do have some firewall...i will try on a diff computer soon.
Title: Re: Projectile motion, sound, doodlejump
Post by: Mohammad on January 28, 2011, 11:51:14 pm
i found that batteries maybe the problem here...im getting fresh batteries...read solution 8 on this webpage
http://www.fixya.com/support/t225545-ti_84_pse_stuck_waiting_please
Title: Re: Projectile motion, sound, doodlejump
Post by: AngelFish on January 28, 2011, 11:52:11 pm
Oh yeah, you can't write to archive on low batteries.
Title: Re: Projectile motion, sound, doodlejump
Post by: Mohammad on January 29, 2011, 02:19:33 am
Fail...batteries full charge no luck...trying from new computer ...
Title: Re: Projectile motion, sound, doodlejump
Post by: DJ Omnimaga on January 29, 2011, 02:27:22 am
Darn sorry to hear. Good luck!
Title: Re: Projectile motion, sound, doodlejump
Post by: Mohammad on January 29, 2011, 02:56:48 am
HOOOOOOOOOOOOOORRRRRRRRRRRaaaaaaaaaaaaaaaaaaaaaaaa
YESSSSS
thank you new laptop!!!! it is a miracle no error after new pc...maybe it was the firewall!!?
Title: Re: Projectile motion, sound, doodlejump
Post by: Mohammad on January 29, 2011, 02:57:04 am
YOOOHOOOOOO!!!!!!!
Title: Re: Projectile motion, sound, doodlejump
Post by: AngelFish on January 29, 2011, 02:57:41 am
Probably  :)
Title: Re: Projectile motion, sound, doodlejump
Post by: DJ Omnimaga on January 29, 2011, 03:00:11 am
HOOOOOOOOOOOOOORRRRRRRRRRRaaaaaaaaaaaaaaaaaaaaaaaa
YESSSSS
thank you new laptop!!!! it is a miracle no error after new pc...maybe it was the firewall!!?
Glad to hear! Was the double-post really necessary, though? O.O

Sometimes, some computers will just not work with any linking software at all, until you reformat the hard drive x.x
Title: Re: Projectile motion, sound, doodlejump
Post by: JosJuice on January 29, 2011, 04:18:05 am
Uhm, when your calc says receiving calc software and 4 or 7%, if the percentage froze, it doesn't mean the calc froze: it just refreshes every 7 or 8%. I'm not sure why TI did that because it's really misleading and we think it's not updating.
Maybe it's only updating the percent when it has finished writing a page? It's easier to program than displaying the current progress within the page. Or maybe it updates every sector instead of every page... I don't know a lot about assembly.
Title: Re: Projectile motion, sound, doodlejump
Post by: Mohammad on January 30, 2011, 09:14:03 pm
now the prob is ti connect cant put apps on my calc...so no axe for now until i link to my friends calc on monday...lol always keep files backed up on a friends calc hehe...ANd do not get 2.53MP OS for calc sucky os not good
Title: Re: Projectile motion, sound, doodlejump
Post by: DJ Omnimaga on January 31, 2011, 12:35:02 am
Yeah I wouldn't be surprised if it was that. Nonetheless, though, it's very misleading and looks more like the calc froze than anything else.
Title: Re: Projectile motion, sound, doodlejump
Post by: Mohammad on February 01, 2011, 12:01:06 am
Finally...Beta 3 is released :)
Title: Re: Projectile motion, sound, doodlejump
Post by: DJ Omnimaga on February 01, 2011, 11:38:30 pm
Cool, downloading now :)
Title: Re: Projectile motion, sound, doodlejump
Post by: Mohammad on February 02, 2011, 02:23:34 am
OK...You 9 people who downloaded beta 3...download again because you got the glitched version...thats the beta 4 preliminary stages...not stable :O...
I updated to the stable Beta 3 one so download again if you want the real beta 3. the glitched version does not store high score and totally screws up resolution when you hit 3 in the menu

sorry for inconvinience~
Title: Re: Projectile motion, sound, doodlejump
Post by: DJ Omnimaga on February 02, 2011, 02:24:07 am
Ok thanks for letting us know. I will update now. :)
Title: Re: Projectile motion, sound, doodlejump
Post by: Mohammad on February 02, 2011, 11:45:38 pm
ANOTHER THING TO HELP ME WITH:
i cannot seem to make the function if i set axe to compile it to mirage OS or DoorsCS format. what happens is when i start it, it completely freezes and clears RAM. happens in wabbit too so please somebody test this for me and tell me how to fix :)

thx
Title: Re: DoodleJump Discussion
Post by: leafy on February 03, 2011, 01:30:37 am
I tried downloading your app, but it's not signed so I can't transfer it to my calculator - can you sign it before uploading in the future?
Title: Re: DoodleJump Discussion
Post by: Builderboy on February 03, 2011, 01:32:40 am
ANOTHER THING TO HELP ME WITH:
i cannot seem to make the function if i set axe to compile it to mirage OS or DoorsCS format. what happens is when i start it, it completely freezes and clears RAM. happens in wabbit too so please somebody test this for me and tell me how to fix :)

thx

when you compile for MirageOS, what is the size of your program?
Title: Re: DoodleJump Discussion
Post by: leafy on February 03, 2011, 01:33:57 am
If it's over that 8000 or so byte limit, i think it creates that crashing.
Title: Re: DoodleJump Discussion
Post by: Madskillz on February 03, 2011, 02:31:02 am
I was gonna say I tried the beta yesterday and the resolution was all messed up in wabbitemu.
Title: Re: DoodleJump Discussion
Post by: DJ Omnimaga on February 03, 2011, 11:23:55 pm
 I don't know about the Mirage/DCS problem, if the source code without the data is over 8 KB it crashes. In that case you need to create an APP. Otherwise you might want to report this to Quigibo if Axe 0.4.8 is no longer compatible with DCS/Mirage.

Btw the game is freaking awesome! I just tried it and I love the power ups. :D
Title: Re: DoodleJump Discussion
Post by: Mohammad on February 04, 2011, 12:35:17 am
I was gonna say I tried the beta yesterday and the resolution was all messed up in wabbitemu.
People with the glitched resolution!!!!! download again! i updated... sorry about that that was the glitched beta 4 i uploaded. the one on here now is the stable one!!
I tried downloading your app, but it's not signed so I can't transfer it to my calculator - can you sign it before uploading in the future?
as of now...the app is signed![edit: not true!!!]
when you compile for MirageOS, what is the size of your program?
and also my app is 15000 bytes so... no mirage i guess oh well app is the best so win-win :)
Title: Re: DoodleJump Discussion
Post by: qazwsx988 on February 04, 2011, 12:38:38 am
It still says it's unsigned, and whenever I transfer it, it does something weird to ticonnect, and I have to force defragmentation to get ticonnect to again.
Really annoying.
Title: Re: DoodleJump Discussion
Post by: Mohammad on February 04, 2011, 12:40:56 am
It still says it's unsigned, and whenever I transfer it, it does something weird to ticonnect, and I have to force defragmentation to get ticonnect to again.
Really annoying.
Hmm. alright. can someone please sign this thing for me and email me the file? i tried rabbitsign and it sayed its signed. For now please delete the app on your calc using Ti-Connect and then upload

Very sorry :(
Title: Re: DoodleJump Discussion
Post by: DJ Omnimaga on February 04, 2011, 03:44:20 am
Strange, could it be a bad signature? You might want to ask in the help section. Otherwise someone could sign it, I guess.
Title: Re: DoodleJump Discussion
Post by: qazwsx988 on February 04, 2011, 10:21:45 am
It's OK, I'm not saying you or your program is annoying, I find tiConnect really annoying.
Just want to play it!
Title: Re: DoodleJump Discussion
Post by: DJ Omnimaga on February 04, 2011, 11:29:51 pm
No problem. Sometimes bad signatures occurs, though, so it's best you ask in the help section in case someone can help you sign it. I know people had troubles with Celtic III app and one version of Axe in particular.
Title: Re: DoodleJump Discussion
Post by: ikemike on February 06, 2011, 10:25:35 pm
I'd make the default contrast a little darker, or save the user-set contrast level. Also, a smoother jump, but you already knew that. =)

I haven't looked back into the thread, but have you considered doing a vertical game, like Puyo Puyo 83? Doodle Jump really lends itself to a vertical screen.
Title: Re: DoodleJump Discussion
Post by: pikminboy111 on February 06, 2011, 11:03:02 pm
seems a lot like pari jump...
Title: Re: DoodleJump Discussion
Post by: jnesselr on February 06, 2011, 11:20:03 pm
seems a lot like papi jump...
Fixed.  And it kinda is I think.
Title: Re: DoodleJump Discussion
Post by: leafy on February 06, 2011, 11:22:50 pm
They are of the same genre, good sir.
Title: Re: DoodleJump Discussion
Post by: DJ Omnimaga on February 07, 2011, 03:40:05 pm
I'd make the default contrast a little darker, or save the user-set contrast level. Also, a smoother jump, but you already knew that. =)

I haven't looked back into the thread, but have you considered doing a vertical game, like Puyo Puyo 83? Doodle Jump really lends itself to a vertical screen.
I agree with that, since it's kinda light on the regular 83+.

And yeah this game is a similar genre to Papi Jump. It's just slightly different since it focuses on power ups.
Title: Re: DoodleJump Discussion
Post by: ztrumpet on February 07, 2011, 04:18:32 pm
I haven't looked back into the thread, but have you considered doing a vertical game, like Puyo Puyo 83? Doodle Jump really lends itself to a vertical screen.
That sounds kinda like this: http://ourl.ca/8310/152760
Title: Re: DoodleJump Discussion
Post by: ikemike on February 07, 2011, 05:47:36 pm
I haven't looked back into the thread, but have you considered doing a vertical game, like Puyo Puyo 83? Doodle Jump really lends itself to a vertical screen.
That sounds kinda like this: http://ourl.ca/8310/152760

Yeah, that's exactly what I mean. You have to admit, Doodle Jump would definitely lend itself to that orientation. I imagine (with my ~layman's experience) that it would take a lot of work to redo the program sideways, though.

However, it's fun as it is.
Title: Re: DoodleJump Discussion
Post by: Mohammad on February 07, 2011, 08:09:28 pm
seems a lot like pari jump...durrdurr
what is all this talk about papi jump?
Doodle Jump is a game that was made for the iphone market and became quickly the most popular iphone app in 2008. Papi Jump on the other hand is...some tiny tiny physics game in some wierdo website...

I haven't looked back into the thread, but have you considered doing a vertical game, like Puyo Puyo 83? Doodle Jump really lends itself to a vertical screen.
That sounds kinda like this: http://ourl.ca/8310/152760
no im not doing any of that sooryy...Period.

also...I am working HARD on fixing the resolution i noticed this on my friend's calcs also. the letter on the back of my 84+SE is M and thats old i guess so it shows up correct resolution. I am truly sorry that you guys have to deal with crap resolution. I wish Ti did not screw this up so badly...
I am working to appvar the resolution do not worry  ;D(http://www.omnimaga.org/Themes/default/images/gpbp_arrow_up.gif)
Title: Re: DoodleJump Discussion
Post by: Madskillz on February 07, 2011, 08:16:39 pm
Doodle jump was based off of Papi Jump.
Title: Re: DoodleJump Discussion
Post by: DJ Omnimaga on February 07, 2011, 10:47:39 pm
I haven't looked back into the thread, but have you considered doing a vertical game, like Puyo Puyo 83? Doodle Jump really lends itself to a vertical screen.
That sounds kinda like this: http://ourl.ca/8310/152760

Yeah, that's exactly what I mean. You have to admit, Doodle Jump would definitely lend itself to that orientation. I imagine (with my ~layman's experience) that it would take a lot of work to redo the program sideways, though.

However, it's fun as it is.
Yeah I agree. However I prefer to hold the calc normally rather than sideways, otherwise it's a bit harder to move, especially if Mohammad decided to add physics. I think it is still good even if horizontal. :)
Title: Re: DoodleJump Discussion
Post by: leafy on February 07, 2011, 11:43:31 pm
Actually doodlejump came out first from LimaSky. Papi and the rest of the papi games cloned doodle jump and some other famous games, but they tended to be much worse but costed much less if they weren't free.
Title: Re: DoodleJump Discussion
Post by: Mohammad on February 08, 2011, 12:24:01 am
Actually doodlejump came out first from LimaSky. Papi and the rest of the papi games cloned doodle jump and some other famous games, but they tended to be much worse but costed much less if they weren't free.
great ty for info no one cares lets not talk about papi...
Title: Re: DoodleJump Discussion
Post by: DJ Omnimaga on February 08, 2011, 12:43:52 am
Lol true we should get back on-topic. It's about this project, after all. :P
Title: Re: DoodleJump Discussion
Post by: leafy on February 08, 2011, 12:59:20 am
Actually doodlejump came out first from LimaSky. Papi and the rest of the papi games cloned doodle jump and some other famous games, but they tended to be much worse but costed much less if they weren't free.
great ty for info no one cares lets not talk about papi...

Seconded :D In the real game, as you get higher, the frequency of platforms decreases. Additionally, I think you should make the frequency of items less as well. There are just way too many items (IMHO) If you can't change the frequency of platforms due to the small screen, at least make them move faster.
Title: Re: DoodleJump Discussion
Post by: DJ Omnimaga on February 08, 2011, 02:16:43 am
Yeah it would be nice if the frequency increased after a while. As for items I guess decreasing the amount might be good, too.
Title: Re: DoodleJump Discussion
Post by: Mohammad on February 09, 2011, 12:54:09 am
no probs guys coincidencially we are on the exact Saaaame page :) ;D(http://www.omnimaga.org/Themes/default/images/gpbp_arrow_up.gif)
really looking forward to adding hard obstacles. moving platforms, power up frequency and platf freq...all this i can make right this moment. im working on various appvars. soons as thats done...beta 4...then in version 1 ill have hard obstaces

oh yeah.. and no more poopy jump talk lol
Title: Re: DoodleJump Discussion
Post by: Mohammad on February 12, 2011, 09:32:41 pm
New release: BETA 4
Here is the final Beta before the release of version 1 :)
Some nice changes in this version, mainly having to do with the interface.
Good news for you folks who have calcs that display my app in low res, you can now save the resolution!
Also, when you press 1 and a screen pops up asking for the "Screen Type"...your whole game flips colors now! so if you press inverted then press clear to return to the menu, you will notice its white now! :) enjoy this feature

What needs to happen now(meaning on the final release):
I need to make it harder to progress through the game by increasing speed of moving platforms and also their frequency ;)
^this is not included in beta 4 as this is only interface related changes.

ENJOY!!!! Link:http://ourl.ca/9046 (http://ourl.ca/9046)
 

Title: Re: DoodleJump Discussion
Post by: DJ Omnimaga on February 13, 2011, 03:04:32 pm
Oh great a new release! When I start doing calc stuff again, I shall try this new version.

By the way what do you mean by calcs that displays the app in low res? ???
Title: Re: DoodleJump Discussion
Post by: Munchor on February 13, 2011, 03:06:48 pm
I just checked this thread, IMMEDIATE DOWNLOAD!
Title: Re: DoodleJump Discussion
Post by: Mohammad on February 13, 2011, 05:00:34 pm
on some calculators...people experienced the game in very low contrast...so i made it now that you can save contrast cuz now contrast is appvared!
the first time you play it will start with medium contrast. if its not right for you...just change it in the menu and hit 2nd and youll never need it again!!!!!!
Title: Re: DoodleJump Discussion
Post by: DJ Omnimaga on February 13, 2011, 05:14:21 pm
Oh ok because in your previous post you said "low res", which implied the game displayed in something smaller than 96x64 pixels.
Title: Re: DoodleJump Discussion
Post by: sodium.777 on February 14, 2011, 05:08:31 am
how do i play it on my ti-nspire cas?
Title: Re: DoodleJump Discussion
Post by: JosJuice on February 14, 2011, 05:12:29 am
how do i play it on my ti-nspire cas?

83+/84+ games only work on the 83+, 84+, and emulators of those calculators. There is no 83+/84+ emulator for the Nspire CAS, so it's impossible to play the game on it.
Title: Re: DoodleJump Discussion
Post by: aeTIos on February 14, 2011, 06:27:41 am
Nice job, mohammad! gotta d'load this immediately!
Title: Re: DoodleJump Discussion
Post by: Munchor on February 14, 2011, 07:52:20 am
how do i play it on my ti-nspire cas?


get an 84+ keypad.


Mohammad, my friends LOVED IT! They thought it was DAMN GOOD!
Title: Re: DoodleJump Discussion
Post by: Deep Toaster on February 14, 2011, 09:33:21 am
how do i play it on my ti-nspire cas?


get an 84+ keypad.

As JosJuice said, 84P keypads don't work on the CAS.

And Mohammad, this is another one of those games that everyone at our school is starting to download :D
Title: Re: DoodleJump Discussion
Post by: aeTIos on February 14, 2011, 09:43:10 am
congrats on ^^this^^^mohammad!
Title: Re: DoodleJump Discussion
Post by: Munchor on February 14, 2011, 02:05:23 pm
how do i play it on my ti-nspire cas?


get an 84+ keypad.

As JosJuice said, 84P keypads don't work on the CAS.

And Mohammad, this is another one of those games that everyone at our school is starting to download :D

Didn't know about that.

But in my class everybody wants to break the highscore.
Title: Re: DoodleJump Discussion
Post by: Mohammad on February 14, 2011, 07:39:38 pm
WOW! this is great guys! but lay off on the spreading of this game please Until i release it lol otherwise 100's of people will still be in the old betas lol

edit: 100's yeah i wish... :) after the release spread this like the missionaries spread religion loL!
Title: Re: DoodleJump Discussion
Post by: sodium.777 on February 15, 2011, 12:56:02 am
so how do i play it on a CAs?
Title: Re: DoodleJump Discussion
Post by: DJ Omnimaga on February 15, 2011, 12:57:23 am
As people said above, you can't. There's currently no way to run TI-84 Plus games on a CAS. The CAS has no TI-84 emulation, unlike the regular TI-Nspire. You would have to wait around 1 to 8 more years until someone creates an emulator that allows you to do so.
Title: Re: DoodleJump Discussion
Post by: Mohammad on February 15, 2011, 01:11:25 am
so how do i play it on a CAs?
Yes you CAN!!! i did it on my friends calc he has a blue nspire! what is Cas?
Title: Re: DoodleJump Discussion
Post by: JosJuice on February 15, 2011, 01:48:06 am
so how do i play it on a CAs?
Yes you CAN!!! i did it on my friends calc he has a blue nspire! what is Cas?
The Nspire CAS is a version of the Nspire that's different from a normal one. You can't play 84+ games on a CAS.
Title: Re: DoodleJump Discussion
Post by: DJ Omnimaga on February 15, 2011, 02:05:18 am
To clarify, the TI-Nspire CAS has no TI-84 Plus keypad support. In fact, with the clickpad one, you can't even remove the keypad at all.

Also on the regular TI-Nspire, certain programs like MirageOS will not run on it, due to usage of undocumented ASM instructions.
Title: Re: DoodleJump Discussion
Post by: Munchor on February 15, 2011, 08:20:30 am
Also, why is the preset highscore 61128? Please fix it.

EDIT: Fixed it by deleting all appvars of DDJ :)
Title: Re: DoodleJump Discussion
Post by: Mohammad on February 15, 2011, 07:25:49 pm
Also, why is the preset highscore 61128? Please fix it.

EDIT: Fixed it by deleting all appvars of DDJ :)
wht!!? its supposed to start at 0 :(
also, ive made a hiscore hacker program. anytime you want 65535 points, just change it with that lol. ill release it with the doodlejump release :)
it should not be 61128...thats wierd. im checking this out...hmmm

EDIT: here is the proof that that does not happen. as you can see, i delete the DDJDATA appvar and then i fell on purpose and it sayed high is 0
do a wabbitemu simulation if you encounter any more problems and post them here thank you: here is the proof down there (gif)
Title: Re: DoodleJump Discussion
Post by: DJ Omnimaga on February 16, 2011, 12:46:32 am
Was that highscore appvar present on previous versions? Maybe that's why it happened? But if the appvar is supposed to be cross-compatible between all versions it shouldn't happen.
Title: Re: DoodleJump Discussion
Post by: Deep Toaster on February 16, 2011, 07:04:45 pm

so how do i play it on a CAs?
Yes you CAN!!! i did it on my friends calc he has a blue nspire! what is Cas?
To clarify, the TI-Nspire CAS has no TI-84 Plus keypad support. In fact, with the clickpad one, you can't even remove the keypad at all.

Also on the regular TI-Nspire, certain programs like MirageOS will not run on it, due to usage of undocumented ASM instructions.

And as a further clarification, the "blue Nspire" is the classic Nspire, not the CAS, which is gray or black.
Title: Re: DoodleJump Discussion
Post by: Mohammad on February 17, 2011, 12:42:44 am
It will take me a week or so to release this. too much homework before 1 week break lol
Title: Re: DoodleJump Discussion
Post by: DJ Omnimaga on February 18, 2011, 09:51:14 pm

so how do i play it on a CAs?
Yes you CAN!!! i did it on my friends calc he has a blue nspire! what is Cas?
To clarify, the TI-Nspire CAS has no TI-84 Plus keypad support. In fact, with the clickpad one, you can't even remove the keypad at all.

Also on the regular TI-Nspire, certain programs like MirageOS will not run on it, due to usage of undocumented ASM instructions.

And as a further clarification, the "blue Nspire" is the classic Nspire, not the CAS, which is gray or black.
Wasn't the Touchpad Nspire blue too? (I heard it was dark blue)

It will take me a week or so to release this. too much homework before 1 week break lol
Sorry to hear, good luck with homework and I hope you have more free time soon.
Title: Re: DoodleJump Discussion
Post by: Mohammad on February 20, 2011, 01:16:03 am
Hey guys, it appears i accidentally lost the images (pic 1) and (pic 6) which are needed to run my app. i gave them to someone a while ago...he was goign to optimize it for me...he did and i forgot his name...im gonna need to make those images again darn it
Wabbitemu is not exporting right... :(
Title: Re: DoodleJump Discussion
Post by: jnesselr on February 20, 2011, 06:02:20 pm
Hey guys, it appears i accidentally lost the images (pic 1) and (pic 6) which are needed to run my app. i gave them to someone a while ago...he was goign to optimize it for me...he did and i forgot his name...im gonna need to make those images again darn it
Wabbitemu is not exporting right... :(
I read this as "lost the game".  And yeah, it isn't good when you lose pics.  I'll usually back up or copy/archive pics for games.
Title: Re: DoodleJump Discussion
Post by: Mohammad on February 23, 2011, 11:32:25 am
hmm...it will take me a while to release this. I am so busy right now with stuff..like robotics...
Title: Re: DoodleJump Discussion
Post by: DJ Omnimaga on February 24, 2011, 06:53:39 pm
Sorry to hear, I hope you won't give up tho. I would recommend backing up your progress at multiple places more often in case in the future. Good luck.
Title: Re: DoodleJump Discussion
Post by: Mohammad on April 06, 2011, 10:31:30 pm
Well, its been 2 months since my last beta, so I would just like to let you guys know that i'm starting work on this game again. I've improved it a lot although the changes will go hardly noticed, and I added a few powerups...I want to release this soon ;)
Title: Re: DoodleJump Discussion
Post by: Ashbad on April 10, 2011, 12:02:14 pm
Great!  I was hoping you'd finish this ;) what new updates will be included?
Title: Re: DoodleJump Discussion
Post by: Mohammad on April 16, 2011, 03:42:24 pm
Ok, no official release yet, even though i'm done with it. i thought i would release a teaser beta 5. Have fun. Refer to Download thread (http://ourl.ca/9046/170553) or first post on this thread for more info
Title: Re: DoodleJump Discussion
Post by: turiqwalrus on April 16, 2011, 05:34:30 pm
more progress :D
glad to see it's almost done.
a few friends saw me playing it yesterday, and now they want it. I told them to wait for the final version though.
anyway, this is a great THE GAME
Title: Re: DoodleJump Discussion
Post by: DJ Omnimaga on April 17, 2011, 02:27:33 am
Hey welcome back on the forums! I wondered where you went? I was worried you decided to leave or something. I'm glad you returned and resumed work on this game. Nice update by the way, I like the spring.
Title: Re: DoodleJump Discussion
Post by: JosJuice on April 17, 2011, 07:20:50 am
Ok, no official release yet, even though i'm done with it. i thought i would release a teaser beta 5. Have fun. Refer to Download thread (http://ourl.ca/9046/170553) or first post on this thread for more info

I downloaded beta 5, but the display is completely messed up in the game, so I can't play it... I'm using an 84+SE with good display driver. The game seems to work fine in Wabbitemu.
Title: Re: DoodleJump Discussion
Post by: Mohammad on April 18, 2011, 07:43:08 pm
Ok, no official release yet, even though i'm done with it. i thought i would release a teaser beta 5. Have fun. Refer to Download thread (http://ourl.ca/9046/170553) or first post on this thread for more info

I downloaded beta 5, but the display is completely messed up in the game, so I can't play it... I'm using an 84+SE with good display driver. The game seems to work fine in Wabbitemu.

First off, ty everyone for the replies,
JosJuice...try hitting 3 in the menu and play around with the contrast slider. That seemed to happen to my firend too.,.the contrast was too high for him...sometimes too low. The default contrast for doodlejump is good for my calc which is a 84+SE, but newer ones somehow have lower contrast by default...so adjust the contrast up by hitting 3 and then right arrow...then when you see it's good...press 2nd and u should be fine. it saves so u wont have to adjust again and again :)
Title: Re: DoodleJump Discussion
Post by: JosJuice on April 19, 2011, 02:33:20 am
Ok, no official release yet, even though i'm done with it. i thought i would release a teaser beta 5. Have fun. Refer to Download thread (http://ourl.ca/9046/170553) or first post on this thread for more info

I downloaded beta 5, but the display is completely messed up in the game, so I can't play it... I'm using an 84+SE with good display driver. The game seems to work fine in Wabbitemu.

First off, ty everyone for the replies,
JosJuice...try hitting 3 in the menu and play around with the contrast slider. That seemed to happen to my firend too.,.the contrast was too high for him...sometimes too low. The default contrast for doodlejump is good for my calc which is a 84+SE, but newer ones somehow have lower contrast by default...so adjust the contrast up by hitting 3 and then right arrow...then when you see it's good...press 2nd and u should be fine. it saves so u wont have to adjust again and again :)
Is the contrast adjustment the same as the one that can be done using 2nd and up/down arrows in the TI-OS? I'm not sure if that would help... The display isn't too bright or dark - the graphics are placed in completely nonsensical locations.
Title: Re: DoodleJump Discussion
Post by: Mohammad on April 20, 2011, 12:57:47 am
Ok, no official release yet, even though i'm done with it. i thought i would release a teaser beta 5. Have fun. Refer to Download thread (http://ourl.ca/9046/170553) or first post on this thread for more info

I downloaded beta 5, but the display is completely messed up in the game, so I can't play it... I'm using an 84+SE with good display driver. The game seems to work fine in Wabbitemu.

First off, ty everyone for the replies,
JosJuice...try hitting 3 in the menu and play around with the contrast slider. That seemed to happen to my firend too.,.the contrast was too high for him...sometimes too low. The default contrast for doodlejump is good for my calc which is a 84+SE, but newer ones somehow have lower contrast by default...so adjust the contrast up by hitting 3 and then right arrow...then when you see it's good...press 2nd and u should be fine. it saves so u wont have to adjust again and again :)
Is the contrast adjustment the same as the one that can be done using 2nd and up/down arrows in the TI-OS? I'm not sure if that would help... The display isn't too bright or dark - the graphics are placed in completely nonsensical locations.
wat?!?!? get me a screenshot...u said it worked in wabbit?
sorry this is happening...i really dont know why....are the sprites in the wrong positions!? thats wierd...!!!
Title: Re: DoodleJump Discussion
Post by: DJ Omnimaga on April 20, 2011, 01:21:21 am
What OS do you have JosJuice?
Title: Re: DoodleJump Discussion
Post by: JosJuice on April 20, 2011, 03:41:24 am
Ok, no official release yet, even though i'm done with it. i thought i would release a teaser beta 5. Have fun. Refer to Download thread (http://ourl.ca/9046/170553) or first post on this thread for more info

I downloaded beta 5, but the display is completely messed up in the game, so I can't play it... I'm using an 84+SE with good display driver. The game seems to work fine in Wabbitemu.

First off, ty everyone for the replies,
JosJuice...try hitting 3 in the menu and play around with the contrast slider. That seemed to happen to my firend too.,.the contrast was too high for him...sometimes too low. The default contrast for doodlejump is good for my calc which is a 84+SE, but newer ones somehow have lower contrast by default...so adjust the contrast up by hitting 3 and then right arrow...then when you see it's good...press 2nd and u should be fine. it saves so u wont have to adjust again and again :)
Is the contrast adjustment the same as the one that can be done using 2nd and up/down arrows in the TI-OS? I'm not sure if that would help... The display isn't too bright or dark - the graphics are placed in completely nonsensical locations.
wat?!?!? get me a screenshot...u said it worked in wabbit?
sorry this is happening...i really dont know why....are the sprites in the wrong positions!? thats wierd...!!!
This is what the title screen looks like:

What OS do you have JosJuice?
I'm using 2.43.
Title: Re: DoodleJump Discussion
Post by: Mohammad on April 21, 2011, 12:09:17 am
WOWOW!!! thaTS out of this world! i have never seen anything like that! i think it's an app signing problem...i signed it but everytime i fail somehow...DJ O or someone please put this on your calc and tell me if it does this error...if so, someone sign the app properly ty ;)

something is wierd about the way the pixels go up and down...wierd...try totally reseting your clac..RAM+ROM clear..if you want that is..1st try RAM clear but archive your items or ull lose them.. :) good luck sorry this is happening.. ;(
Title: Re: DoodleJump Discussion
Post by: ralphdspam on April 21, 2011, 01:50:43 am
Hrm.  What version of Axe are you using to compile the program?  0.5.1 can only DispGraph in normal mode. 

Btw, great progress!  I will (hopefully) try this on my calc tomorrow.
Title: Re: DoodleJump Discussion
Post by: JosJuice on April 21, 2011, 03:15:11 am
something is wierd about the way the pixels go up and down...wierd...try totally reseting your clac..RAM+ROM clear..if you want that is..1st try RAM clear but archive your items or ull lose them.. :) good luck sorry this is happening.. ;(
I've tried RAM clears a few times already... I'm not sure if ROM clear would help much, and it would take a while for me to send my programs back, so I probably won't do it.

FYI, app signing problems are usually not like this - either the app doesn't transfer, or it produces some error message or disappears.
Title: Re: DoodleJump Discussion
Post by: ralphdspam on April 21, 2011, 10:18:19 am
Yeah I just tested it, and I have the same problem with the graphics.  JosJuice, do you have a 15Mhz Calculator?  Mohammad, are you using Axe 0.5.1?

My guess is that the program is trying to display graphics in Full mode.  While the older Axe versions allowed monochrome graphics in Full mode, the new version has some trouble.
Title: Re: DoodleJump Discussion
Post by: Munchor on April 21, 2011, 11:30:53 am
Yeah I just tested it, and I have the same problem with the graphics.  JosJuice, do you have a 15Mhz Calculator?  Mohammad, are you using Axe 0.5.1?

My guess is that the program is trying to display graphics in Full mode.  While the older Axe versions allowed monochrome graphics in Full mode, the new version has some trouble.

Mohammad, try to use an older version of Axe and tell us how it looks like.
Title: Re: DoodleJump Discussion
Post by: JosJuice on April 21, 2011, 12:43:32 pm
Yeah I just tested it, and I have the same problem with the graphics.  JosJuice, do you have a 15Mhz Calculator?  Mohammad, are you using Axe 0.5.1?
Yes. I'm using a TI-84+SE.
Title: Re: DoodleJump Discussion
Post by: Mohammad on April 23, 2011, 11:18:20 am
ok, so...ever since i got 2.55mp on my calc (ti-84+SE)...my calc turned to garbage...
because, i could no transfer apps to my comp...so...i transfer the src of doodle jump on to wabbitemu and used axe 5.1(aha there we go!) to create the app. Now i know what i did wrong. i'm going to put it in wabbit now and do it in axe 4.5. if it doesnt work i think someone could manually do it for me on a calculator and transfer it if i can give the src file...wierd problem.!

EDIT:
OK, i have put in a new file. look at download link in first post. try it now. This time compiled with 4.5. if it dsnt work now then it's wabbit...
Title: Re: DoodleJump Discussion
Post by: JosJuice on April 24, 2011, 03:04:05 pm
I tried to send it to my calc, but it didn't work. I think you forgot to sign it...
Title: Re: DoodleJump Discussion
Post by: DJ Omnimaga on April 24, 2011, 03:40:05 pm
What did cause the issue with the previous app? Is it a bad signature problem or just that your game only works on older versions of Axe?
Title: Re: DoodleJump Discussion
Post by: Mohammad on April 24, 2011, 08:48:31 pm
i dont think you need to have axe to run the game? its an app right?
i dont know whats wrong...oh well
when i release v1 I'll make sure it's fine
Title: Re: DoodleJump Discussion
Post by: Deep Toaster on April 26, 2011, 07:58:46 pm
I think DJ meant you might have compiled it with a newer version of Axe that changed some stuff, making the game unusable on some calcs?
Title: Re: DoodleJump Discussion
Post by: ralphdspam on April 26, 2011, 08:23:24 pm
Thanks.  Works great now! ^^
Great graphics, great physics... An overall great game! :)

I think you forgot to sign your app.  Also, when you use Axe 0.5.1, make sure to always display in normal mode.  ;)
Title: Re: DoodleJump Discussion
Post by: DJ Omnimaga on April 29, 2011, 07:44:13 pm
Yeah what ralphdspam said. Basically, instead of doing the following:
<code>
DispGraph
<rest of THE GAME code>

Do this:

<code>
Normal
DispGraph
Full
<rest of THE GAME code>
Title: Re: DoodleJump Discussion
Post by: ben_g on May 14, 2011, 04:55:04 pm
I think you forgot to sign your app.  Also, when you use Axe 0.5.1, make sure to always display in normal mode.  ;)
Yea, I think that too: After transferring the app to my calc, TIconnect showed a warning that the app wasn't signed, and the app was deleted from my calc.
Title: Re: DoodleJump Discussion
Post by: Anima on May 17, 2011, 03:06:31 pm
I think you forgot to sign your app.  Also, when you use Axe 0.5.1, make sure to always display in normal mode.  ;)
Yea, I think that too: After transferring the app to my calc, TIconnect showed a warning that the app wasn't signed, and the app was deleted from my calc.
me too...
Title: Re: DoodleJump Discussion
Post by: DJ Omnimaga on May 26, 2011, 01:27:38 am
By the way I think Axe 0.5.2 fixes the 15 MHz dispgraph issue above. However I'm not sure if everything else is stable in it yet.
Title: Re: DoodleJump Discussion
Post by: Progammer on June 23, 2011, 04:48:44 pm
What is "the 15 MHz dispgraph issue above" ?
Title: Re: DoodleJump Discussion
Post by: Deep Toaster on June 23, 2011, 04:50:13 pm
The Axe DispGraph command used to not work in programs running at 15 MHz (programs running on TI-83 Plus Silver Editions and above at max speed).
Title: Re: DoodleJump Discussion
Post by: Munchor on June 24, 2011, 07:58:39 am
The Axe DispGraph command used to not work in programs running at 15 MHz (programs running on TI-83 Plus Silver Editions and above at max speed).

I should add, though, that it has been fixed now.
Title: Re: DoodleJump Discussion
Post by: p2 on July 16, 2011, 09:01:40 am
I can't send it on my TI.
It always says:

Doodle Jumb Beta 5.8xk cannot be sent.
Please try again.



Where can I download an older version of it?7
I once had Doodle Jump on my TI (older version of it)
Title: Re: DoodleJump Discussion
Post by: p2 on July 17, 2011, 02:30:17 pm
Found an older Version of if!!  :D  :D
Title: Re: DoodleJump Discussion
Post by: mushmoom on August 01, 2011, 06:56:07 pm
does it work for ti 83+?
Title: Re: DoodleJump Discussion
Post by: DJ Omnimaga on August 01, 2011, 09:23:53 pm
I'M pretty sure it does, unless he blocked it. If he didn't block it it might run twice slower, though.
Title: Re: DoodleJump Discussion
Post by: zeldaking on August 01, 2011, 10:18:00 pm
Nice work Mohammad, I have played this game and it is well created. Nice to see even more fun upgrades.
Title: Re: DoodleJump Discussion
Post by: Mohammad on September 11, 2011, 04:28:40 am
:D i appreciate all of you guys' feedback. I must inform you however that development on this has stopped a very long time ago. I used calculator language as a way to get me hooked on to programming and now I'm programming in OOP such as Java and C#. Currently im developing android apps. To me calculators seem very obsolete in terms of programming since the hardware of a ti-84 is garbage compared to a dual core smartphone. In fact smartphones these days could emulate a ti-84 100 times faster than a real one with no problem at all. Some one needs to make a calculator with some real specs. But anyway, i enjoyed very much making this doodlejump game and thanks to all the positive feedback...in fact it's still spreading like wildfire at my school without me even knowing so that's good :D hope its the same elsewhere as well lol. Programming it was too hard...way too hard considering variables had no names...that was the hardest part, and to this day idk how i pulled it off but i did and i probably wont have to think that hard again thanks to modern programming languages. Making this game was something ill never forget and a programming memory that i will certainly cherish. Good Bye ;)
Title: Re: DoodleJump Discussion
Post by: shmibs on September 11, 2011, 05:10:52 am
the challenge it poses is exactly why some people stick around in this community. that and being able to work directly with the hardware, controlling anything and everything about it. i'm forcing myself to work on higher level languages like those you mentioned, but oop just doesn't cut it :P
good luck with your future, both in terms of your career and your hobbyist activities. it's been nice to have you here. oh, and if you ever have any C# or Java questions, feel free to come back and ask people here. we have plenty of programmers for things like that as well.
Title: Re: DoodleJump Discussion
Post by: Deep Toaster on September 11, 2011, 09:32:15 am
Good luck with whatever you take on next :)
Title: Re: DoodleJump Discussion
Post by: Mohammad on September 11, 2011, 05:03:50 pm
Did you guys think I would just leave like that? lol! I've got one more surprise for you guys. I realized I never released version 1 even though when i released Beta 5, I had version one fully working. Hence, I've decided to release version 1, the final product. :w00t: Enjoy :w00t:

Featured power-ups  
Jetpack (Press 2nd to use. Used for reaching higher or preventing falling)
Spring Feet (Enables springed feet for 6 jumps)
+100 points (Gives 100 points)
SlowScroll (Makes doodler jump lower)
Arrow (Allows to jump higher)
Question Mark (provides random power-up)
Contrast Flip (Inverts colors on the screen)
Slow Motion (Slows the gameplay down for some time)


Download Here: http://ourl.ca/9046 (http://ourl.ca/9046)

PS: Thanks to Runner112 for the help with signing the application. And, i also attached the source code in a pdf file in case anyone is interested(on the first post)  ;D(http://www.omnimaga.org/Themes/default/images/gpbp_arrow_up.gif)
Title: Re: DoodleJump Discussion
Post by: tpt1234567890 on October 28, 2013, 11:31:06 pm
Very nice dood! I am downloading it!
Title: Re: DoodleJump Discussion
Post by: ClrDraw on November 01, 2013, 06:05:21 pm
I'm not gonna lie to you, that is better than the doodle jump on my phone!!!
Title: Re: DoodleJump Discussion
Post by: DJ Omnimaga on November 02, 2013, 03:13:15 am
Yeah I remember this and it was really cool. I should give this a try again at one point.

Someone should make a Doodle Jump game for the 84+CSE. Of course, if it has special effects it would have to be sideways, though, because vertical scrolling would be slower than horizontal.
Title: Re: DoodleJump Discussion
Post by: SSIIMMPPLLYY on November 20, 2019, 01:05:56 pm
Hey when I install it on my TI-84 Plus half of the pixels get jumbled and I can't play it
Title: Re: DoodleJump Discussion
Post by: Xeda112358 on November 20, 2019, 01:09:32 pm
Hmm, that is strange. Try running ALCDFIX (https://www.ticalc.org/archives/files/fileinfo/366/36608.html) and then try playing and let us know if that works or not.