Omnimaga
Calculator Community => Discontinued => Major Community Projects => Metroid: Chozo Mission => Topic started by: Ti-DkS on November 11, 2010, 11:58:04 am
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(http://viathibgames.free.fr/entete.png)
(http://viathibgames.free.fr/storysummary.png)
After defeating Mother Brain on planet Zebes, Samus resumed her quest for answers about mysterious Chozo's disappearance. When she was arrived at the limits of the galaxy, she received a distress signal coming from a disused pirates' station orbiting around an unknown planet...
(http://viathibgames.free.fr/screenies.png)
Main menu :
(http://viathibgames.free.fr/title2.png)
In-game :
(http://viathibgames.free.fr/metrogif02.gif)
(http://viathibgames.free.fr/metrogif05.gif)
The newest In-Game :
(http://viathibgames.free.fr/metrogif15.gif)
(in the real game, bullets are shooted 1by1)
(http://viathibgames.free.fr/progress.png)
¤ tilemapper : coded
¤ samus' movements : coded, but issues with jump
¤ shooting systen : coded (currently no missiles)
¤ Items : I will code that when my shooting system will work
¤ Bosses : later
¤ Ennemies : Tests done but issues with tile detection for these walking on the walls
¤ Menus : Near completly coded.
¤ Maps : currently using a test map
¤ Sprites : first sprites added
Don't hesitate to post your comments, your impressions or your advices ;D
(last update: 11th of February, 2011)
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Uhhhhh....wow?
That looks awesome! What language is it?
Also, do you have an animated screenie of it?
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AWESOME SPRITEs, really, looking wow, Asm?
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it looks a little cramped...
awesome sprite work, though!
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I hope that the sprite isn't always 48x48, that's a bit much...
great spriting work otherwise though. Looking good so far.
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This game is coded with Axe Parser (easier to learn than ASM with same power)
I'm so sorry for Ashbad_Alvin and Shmibs ::) but sprites are always 48x48 but the view follows your looking then you can see more things than if view was centred around samus. I know it isn't visible on the screenshot but it's because I havn't coded it yet :)
@MRide: sorry but I've an issue with animated gif on wabbit : it makes me gif 3 times slower than the real game :( but if you really want it I can post one here
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Ahhhh, I want gif so much!
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wait -- I thought you said that smoothscrolling was 80% done but you Haven't coded it yet ???
nice idea, though with sprites that large I'd say forget the jumping and such, and just make it a sidescolling shootem up :)
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SO THAT'S NOT CODED?
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It is coded ! But I meant that view is currently centred around samus :) But I'm thinking about making the sprites smaller ...
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I think that the sprites definitely need to be smaller (IMHO) with this view you wouldn't be able to see an enemy until they were right on top of you D: and jumping would be a nightmare, you can barely see what’s above you. I don’t mean to rain on parade, but I really think they are too big :(
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Yes it's what I think so... I think I will reduce them to 24x24 :)
Else does anyone knows a good jumping routine ?
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Sounds good :) Good luck with changing the sizes! And we can't wait for screenies ^^
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Thanks but I think I will code other stuff before that ! It's why I'm looking for a metroid-like jumping routine :)
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Else does anyone knows a good jumping routine ?
Whenever I've seen them coded in Axe (or do it myself), the easiest way seems to be to give the character an upward force and negative acceleration (or hardcode the upward part and just let them fall for the second part).
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mrr... i went through all the work of making a quick mockup of how well a metroid sprite could still look at 32 pixels tall and then you guys have to go and convince him to resize everything without me...
anyways
Ti-DkS: when i saw you wanted 24*24's i quickly resized the samus in the pic i made to fit that. i could do the others if you want(although there are several people here more qualified for that type of thing than i am). good luck on this project!
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mrr... i went through all the work of making a quick mockup of how well a metroid sprite could still look at 32 pixels tall and then you guys have to go and convince him to resize everything without me...
anyways
Ti-DkS: when i saw you wanted 24*24's i quickly resized the samus in the pic i made to fit that. i could do the others if you want(although there are several people here more qualified for that type of thing than i am). good luck on this project!
Nice job with Samus, I just don't like the head (is there a head?)
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If you want, I can make you an animated gif. Email me a binary to [insert my username here]@gmail.com
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mrr... i went through all the work of making a quick mockup of how well a metroid sprite could still look at 32 pixels tall and then you guys have to go and convince him to resize everything without me...
anyways
Ti-DkS: when i saw you wanted 24*24's i quickly resized the samus in the pic i made to fit that. i could do the others if you want(although there are several people here more qualified for that type of thing than i am). good luck on this project!
Nice job with Samus, I just don't like the head (is there a head?)
I think it's supposed to look like that. ;)
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Nice job with Samus, I just don't like the head (is there a head?)
well it is a bit wonky and lacks shading because i made it in 3 minutes. thanks, though.
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Nice job shmibs ! There is no problem if you want to draw the others ;) but I can't demand you to do that :) However it is a great conversion because I've ever found pretty hard to reduce gb/gba sprites which are already smallest as possible keeping max quality !
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@MRide: sorry but I've an issue with animated gif on wabbit : it makes me gif 3 times slower than the real game :( but if you really want it I can post one here
That might be your internet browser. In IE and Chrome gifs are capped at 10 images per second. It might look fine in Firefox and Opera.
Btw looks like an interesting project. I'm a bit worried that it will be hard to know where you are jumping/falling, though with a sprite this large. Regardless, good luck. Maybe you will find a solution. Maybe use Shmibs sprite?
Also ScoutDavid I think it's supposed to look like that.
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@MRide: sorry but I've an issue with animated gif on wabbit : it makes me gif 3 times slower than the real game :( but if you really want it I can post one here
That might be your internet browser. In IE and Chrome gifs are capped at 10 images per second. It might look fine in Firefox and Opera.
Btw looks like an interesting project. I'm a bit worried that it will be hard to know where you are jumping/falling, though with a sprite this large. Regardless, good luck. Maybe you will find a solution. Maybe use Shmibs sprite?
Also ScoutDavid I think it's supposed to look like that.
Or lowering the frame rate inside of Wabbit might fix the problem too.
Looks great though, can't wait to see how this turns out :)
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Yes I will use shmibs sprites because they are great ;D but about wabbit's issue maybe it is because I'm using the "Full" command...
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Hmm strange. Could you maybe report the issue at http://ourl.ca/4854 ?
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Yes I will probably report this but because of the fact I've an old version of wabbit, I will test it with a newer version before reporting this bug ;)
Else I've some problems with my firing system (there are bullets flying sometimes but I dunno of where they come :) ) and I don't understand how I can do acceleration with Axe (because the equation uses a time factor and also because it is difficult for me to use floats and/or signed numbers )
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If you need help with physics engines Builder might be able to help you. He is VERY good at them :)
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Okay, I will ask him about that :)
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(http://www.omnimaga.org/index.php?action=dlattach;topic=5268.0;attach=4401;image)
Is this from the emulator or PC made, really wanna know :S
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This picture is an idea of what the game could look like to, with a 24x24 Samus sprite... But the game already look like that but instead of using the shmibs' samus sprite, it is replaced by a black filled rectangle in the real game :) The only thing which was not in the real game is the samus sprite, other stuff already been coded ;D
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By the way, any coding done so far? (Noticing your signature says it is 20% complete)
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¤ tilemapper : coded
¤ samus' movements : coded, but issues with jump
¤ shooting systen : coded, issues with some bullets not destroying outside screen
¤ Items : I will code that when my shooting system will work ;)
¤ Bosses : later
¤ Ennemies : Tests done but issues with tile detection for these walking on the walls
¤ Menus : Near completly coded.
¤ Maps : currently using a test map
¤ Sprites : later (currently rectangles and circles)
Here is my current work ;D
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:D That sounds excellent and like programing is coming along nicely :) I can't wait to see screenies of this in action ^^
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Thanks Builder ! I will probably post screenies soon ;)
Edit :
¤ Jumping issue fixed : it works !!
¤ Bullets bug nearly completly eradicated 8)
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Thanks Builder ! I will probably post screenies soon ;)
Edit :
¤ Jumping issue fixed : it works !!
¤ Bullets bug nearly completly eradicated 8)
Nice to see you updating the game, I love metroid, I'm gonna love this game, then, I hope.
Congratulations for bullets too, since they are quit'hard to make :=)
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Yeah, but bullets are still a little buggy in some case. Mainly they work and I think I will code missiles and ennemies now ;)
I will code sprites later and screenies will come with !!
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sorry about not getting those sprites to you yet. i've been REALLY busy lately, but if what i'm doing right now doesn't take too long(ie i finish it before my father gets home) ima start on them. and yeah, builder is really good with physics, but if he's too busy i could help out as well(as writing code does not require that i sit at the computer). it sounds great so far!
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Do you need some 8x8 monochrome tiles? I might have some from my Metroid games. I would need to remove the ones that were not made by me, though. I also got some enemies/bosses.
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No, they are 16x16 grayscale tiles, and they are on my laptop now ;) Thanks however !
Don't worry shmibs, I said I will do them myself later, but because of they are less beautiful than yours I can post my spritesheet if you really want to do them ;) I've managed to code jump then my physics work now 8)
Ps: I attend secondary school so I've also loads of work :'(
Edit :
¤ doors coded but it would be better if I can pass through them :)
¤ bullets are working completly !!
¤ Morph ball added ! (Now I will probably code bombs, but before all : the ennemies !)
¤ sprites will come soon :)
¤ view don't follow correctly movements to the left as you can see, so it's a development bug and I will fix it soon !
¤ Here is my first animated screenshot : (bullets aren't shooted 3by3 but 1by1 on the real game, it's probably a wabbit bug :) Enjoy ! ) :
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Wow that looks nice! One thing though: I would make falling twice faster at least, since right now it looks like you jump fast, but kinda float in the air for a while. Maybe make jumping half a tile higher too?
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Yeah but I'm working on a tile reader instead of a pixel-based detection and when I will finish it, it will allow me to make a gravity routine because if I try that now samus will fall through tiles :)
But why would you want to do the jump half a tile higher ?
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I think he was just mentioning how samus seems to fall at a constant rate, which is not how gravity works.
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Tilemap plus physics plus collision detection=chaos :(
(at least for me :P this is why I'm making an RPG now ;D)
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Yeah thats true, just do what you can, and everything will be great :) It's looking epic so far ^^ If you wanted any help, i'd be happy to help :)
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Okay thanks Builder I will remember that if I've some problems ;) However as I said I will use a tileread-based collision detection method to fix collision issue re-positionning samus on the floor if she falls through it !
Edit :
¤ First 24x24 sprites of samus added !
¤ A screenie of it ;)
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Wow, that looks awesome. Great job! ;D
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Thanks ztrumpet ;) glad to hear !
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That looks really sweet :) I haven't played a Metroid game in a while but is there usually a slower decent when you jump? Just looks off to me is all. Still looks great :)
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so you already have a plan for fixing the jumping speed? if not, i have one you could use.
very nice so far!
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Yeah but I'm working on a tile reader instead of a pixel-based detection and when I will finish it, it will allow me to make a gravity routine because if I try that now samus will fall through tiles :)
But why would you want to do the jump half a tile higher ?
Oh because it seemed like Samus didn't jump very high. In Metroid, she jumps like 5-6 blocks height. In your game she doesn't even jump half that.
By the way I like the new Samus sprite. :)
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Yes I know but there is normal jump now, not space jump ;) Already she hasn't any item and you will collect them during the game !
However I'still working on my tilereading-based collisions' issues fixing :) I will code gravity after that ;D
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This is looking very nice. Good job! ^^
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thanks ;)
(Edit : title message updated)
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(http://www.omnimaga.org/index.php?action=dlattach;topic=5268.0;attach=4477;image)´
Hoooolyyyyyy! Omg, HOlyy! It also transforms to ball like in metroid, OOMMGOOOOD.
Bullets!! Omg, bullets great!
(watching the GIF as writing).
One tip: is there that much gravity in Metroid?
Just wondering.
Congratulations!
I'm gonna respect you, why did nobody respect you before? Hah
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A bit slow on falling still. The graphics look nice, but you'll really have to move objects by 4+ pixels each time to make people think it's not lagging, cuz a grayscale smoothscroller is inherently slow, the fastest I ever got was ~7 FPS, and that took a week at optimization. Nice graphics, though! I hope this turns out interesting.
Also, since it's not too late, maybe you'll consider b&w? I don't wanna crash your party, but it's gonna look mighty flickery on a real calc, and 24x24 sprites on their own make your platformer stand out.
Again, not to discourage, you, just to warn you -- moving enemies at the same time as the tilemapper and the key detection will be 3x slower than it currently is (and really ruins the grayscale even at only 3 level). You can trust me (I have experience from my last summer's coding spree), or you can try and see if I was totally wrong. ;)
Either way man, good luck! :D
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I totally agree Alvin, the graphics look nice and too much gravity :s
B&W would be... hm... EPICC!!!
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Yeah I still think the falling is too slow. It needs to be at least 2-4x faster. It's not a big hurry, I guess, though, since it's still under development. I like the game so far, too.
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Well, if he used interrupts for the greyscale, he could probably decrease the flicker.
All he'd have to do after enabling the interrupt for grey, is to turn it off right before drawing to the buffers, then turn it back on right afterwards.
Regardless of what you decide to do, this looks awesome! Keep up the good work.
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well, even with interrupts, they can only go so fast. That's what I did in that one that I got 7 fps. It really doesn't help that much, unfortunately. To bad this game isn't gonna be for the 89 :P that has excellent grayscale abilities.
But yes, keep up the good work no matter your decision.
@scoutdavid: actually, not enough gravity, Samus should fall faster :P
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Well, there's also this (http://ourl.ca/7765/140806).
I modified Runer's 60fps monochrome smoothscroller to work with 4lvl grey, and it's fairly fast. I don't know the exact fps, though.
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@FinaleTI : Yeah I've already tested it and it was really fast but changing the tilemapper significate coding all what I've already done so I will not change this at the moment ;) Thanks anyways !
@DJ : I said I will change gravity later, when I will have coded a good collision detection :)
@ASHBAD : don't worry about that : my smoothscroller is B&W and there are few GS sprites but because I've not significant fkickering I will keep them, because also they are easier to replace by B&Ws than the contrary ;)
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well, if only some are GS then I think you'll be fine ;)
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Yeah, only Samus sprites, doors and maybe items will be GS, others will be B&W !
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that's good to hear, it won't go too slow then ;)
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Don't worry about that, speed is the same as the gif's ;)
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How do you handle having both gray and monochrome tiles in the map? Does it detects which tile are gray and which are not? If it's the case, then I assume there must be a great speed gain, but if you just draw a blank tile on the back buffer for every monochrome tile as some sort of placeholder then the speed gain would be absent (you would pretty much be better making the entire game gray if that was the case)
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To make the game faster I will not use grayscale tiles in my smoothscroller but only for Samus, menus, messages and maybe items ::) I made this choice for flickering too : a fast gs smoothscroller has many flickering :(
¤ Edit : tile based collision detection nearly completed : major bugs were fixed now !
¤ Tilereading-based collision detection system is totally coded ! ;)
Attached : today's gif showing my tilereading-based collision detection system in action ! (there are few bugs but I'm working on fixing them, and don't worry about disappearing bullets : it's because I'm using 1 byte, with a max value of FF/255 for X&Y positions instead of a 2 byte number. Bullets disappears when their absolute position is larger than 255. I will fix it soon !)
The second screenie was made few minutes later when I managed to fix some bugs, like the lag of reading at the bounds of tiles :)
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WOAH good thing I noticed the edit! That's AWESOME! It still runs quite fast and I love the layout. You did a great job on the graphics so far! Keep up the good work!
By the way, since the hatches are grayscale, i assume those are not part of the tilemap, right?
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Thats awesome! The scrolling looks particularly epic :D
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@DJ : Totally ! There are independants objects like items or bullets ;)
@Builder : Great thanks :)
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Cool, and what kind of weapons will there be? ice beam, missiles, nukes, bombs?
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Cool, and what kind of weapons will there be? ice beam, missiles, nukes, bombs?
Netham45*
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Weapons foreseen :
¤ Normal Beam
¤ Charge Beam
¤ Ice beam
¤ plasma beam
¤ Missile
¤ Super Missile
¤ Morph bomb
¤ Morph power bomb
I will try to code them all ;)
Attached : the latest screenie with new morph ball sprite !
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ell me if you want some help coding, I'm not in the mode for RandC this and probably next week, and I can't upload pyyrix so I could help if you need it in either sprites and/or coding
Also, your userbar says you're 40% done already? wow you work fast... almost as fast as lolzer123. :)
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OMG, this is so totally awesome!
Only enemies missing enemies for now, no critics, just PERFECT!
Weapons foreseen :
¤ Normal Beam
¤ Charge Beam
¤ Ice beam
¤ plasma beam
¤ Missile
¤ Super Missile
¤ Morph bomb
¤ Morph power bomb
I will try to code them all ;)
Attached : the latest screenie with new morph ball sprite !
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I can do enemies pretty well, need help TiDKs? I'd be glad to!
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Woah, that looks really nice.
I advise that you fix the gravity soon though; you're gonna have to recode all the collision detection though :(
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Also, your userbar says you're 40% done already? wow you work fast... almost as fast as lolzer123. :)
Yeah but it's because I'm a true fan of Metroid and I've no real difficulties at the moment ;)
@squidgetx : don't worry about that !! I've coded a collision issue auto fixing system which recalculate your position when you are under the floor :) So gravity will not so hard to code when I will doing that ;D
@ASHBAD_ALVIN : Can you post me an ennemies moving test when you will have the time ? Based on tilereading to find the next position ? Because I working on one but I've some (big) bugs :) So yeah I need help ;D
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Hurry up guy, it's awesome ! :D
Finish that game, <I don't like my physic teacher ;(
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I do as fast as I can ;D (I've never hard coded platformers before, because GM has built-in gravity and jumping functions so I discover at the same time)
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@squidgetx : don't worry about that !! I've coded a collision issue auto fixing system which recalculate your position when you are under the floor :) So gravity will not so hard to code when I will doing that ;D
Wow, nice! I guess that method is fairly exclusive to this type of game though. Will the levels have only one 'floor' (not multiple heights)?
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Awesome TI-DKS!!! One suggestion I have would be to have the morph ball so it has some lines going through it that looks kinda like they rotate. Otherwise, that's really impressive! :)
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@squidgetx : The floor has multiple levels ! it was more difficult to code but it works ;)
@DJ : it is a good idea ! I will do that when I will code sprites' animation ;D
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(http://www.omnimaga.org/index.php?action=dlattach;topic=5268.0;attach=4550;image)
I can't sleep bebacuse of this! Damn, it is your fault!
lool, just kidding, but the more I see this GIF; the better I think the game is :)
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@ASHBAD_ALVIN : Can you post me an ennemies moving test when you will have the time ? Based on tilereading to find the next position ? Because I working on one but I've some (big) bugs :) So yeah I need help ;D
can you email me some code? [email protected]
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@ASHBAD_ALVIN : Can you post me an ennemies moving test when you will have the time ? Based on tilereading to find the next position ? Because I working on one but I've some (big) bugs :) So yeah I need help ;D
can you email me some code? [email protected]
you may want to change that to a s h b a d . a l v i n @ g m a i l . c o m so spambots can't read it.
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how about [email protected] then you can just guess
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how about [email protected] then you can just guess
i'm sorry i don't understand...
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nvrmnd really lame joke I guess I'm just out of it today with jokes :P
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I will maybe posing as a maniac but I enjoyed creating this game myself from start to end (mainly because it would be the first one I'd finish), and I think it is important for me to make it by my own ;D (if you want I can send you a "blank" tilemapper which is same as mine with nothing else than moving and drawing and you see what you can do :), because my code, like all others coming from me, is totally unreadable and I've some difficulties to understand me sometimes ::) so it's why I'm rewriting all I've done proper before continuing to code ). However can you give me some explanations on how you manage to do ennemies ? I thougth about using a "dynamic list" like with bullets using one of the saferams, do you thing I'm right ? Nevertheless I needed another explanation on 2bytes pointers; I'm using {}r command but it seems to not working... Any ideas ? :D
PS; you can do [email protected] or [email protected] ;D
(http://www.omnimaga.org/index.php?action=dlattach;topic=5268.0;attach=4550;image)
I can't sleep bebacuse of this! Damn, it is your fault!
lool, just kidding, but the more I see this GIF; the better I think the game is :)
I can't sleep because of this game too :), but I think it is for another reason, right ? ;D
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[email protected] seems like a better choice, IMHO. :P
keep up the good work on this game. :)
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well, two byte pointers, you have to store them first in this format: Getcalc("appvRACLV")->{L1}r
just an example :P
but yes, dynamic lists are what you should do. Basically, use all of L1 for the enemies in the room at a time. When an enemy dies, remove from list and screen. When enemy isn't within certain coordinates, don't show on screen.
you can't sleep because I'm across the hall staring into your soul.
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you can't sleep because I'm across the hall staring into your soul.
Maybe ;D
I will do dynamic lists but if I understand pointers, this example : X->{L1}r will allow me to use all X>255 (FF) and X<65025 (FFFF) ?
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Hmmm, I think it's X->{L1r}, but I could be wrong. I haven't coded Axe in a long while. the small r will store a part of the number in {L1} and the other part in {L1+1}.
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It's X->{L1}r, but the rest of what DJ said was right :)
Also, $FFFF is 65535, not 65025. ;)
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Ah ok. Thanks for confirming if it was the right syntax or not. I wasn't sure anymore.
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Yeah, it's the right syntax :) I've tried {}r function and it works ;)
MCM
¤ rewriting the core :)
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Can't wait to see more screenshots. ;D
By the way continue doing a lot of backups. :P
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It's what I do (2 groups and a backup on my laptop !) don't worry about that ;) (I've read your topic ;D )
Progress:
¤ core : rewritten
Fixed :
¤ hatches displaying issue
¤ hatches collision bug
¤ left scrolling bug
¤ bullets desappearance issue
¤ tile detection issue
¤ ceiling collision bug
Added :
¤ kneeling dwn mode
Working on :
¤ hatches opening&room transition !
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Cool! By the way is collision detection done with Pxl-test or is it done by tile?
Also what is knee dwn mode?
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when you kneel down to shoot lower like in zelda II where you can strike enemies below your standing arm level.
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Oh ok :D
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@Ashbad_Alvin : that's true ;)
@DJ : all collision detection is done by the tilereading based method ;D there isn't any pxl-test in my code !!
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I'm guessing you're testing tiles by their space in the level's memory, right? Then now that you have that sown, time for faster gravitational pull!
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totally ;D and I've increased the falling speed, but gravity will come later ;) I'm working on hatches now !
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totally ;D and I've increased the falling speed, but gravity will come later ;) I'm working on hatches now !
Yes, that's good, the gravity and speed were a bit exagerated.
TI-DKs you gotta work fast, you made all this very quickly, nice!
Hatches? Anxious for watching a screenshot of that :)
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not exagerated, more like retarded (as in SLOW)
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So quite frankly I'm starting to just get to the point of being lazy at trying to read posts since it's past midnight here :P But I skimmed and this is looking really great! Keep up the great work on it :)
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Lol Meishe91. I'm glad you're kinda back, though. ;D
Also glad to see new progress on this project :D
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Also glad to see new progress on this project :D
Yes but it is currently a great code clearing and I'm fixing many bugs which aren't visible on the screenies, so I will post one when I will finish to fix all the issues, and when it will be anything new ;)
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Ah ok, good luck! What would be those bugs?
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tile-reading lags, bullets not desappearing outside of the screen, collisions with nothing, walking through some walls, earthquakes dues to view calculation in some areas, doors coming from nothing (or from heaven), etc, etc ... ;D
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tile-reading lags, bullets not desappearing outside of the screen, collisions with nothing, walking through some walls, earthquakes dues to view calculation in some areas, doors coming from nothing (or from heaven), etc, etc ... ;D
Some of those seem 'easy' to fix with conditional 'if's. Right?
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tile-reading lags, bullets not desappearing outside of the screen, collisions with nothing, walking through some walls, earthquakes dues to view calculation in some areas, doors coming from nothing (or from heaven), etc, etc ... ;D
Ouch, I hope you can manage to fix them without too much hassle. That seems like a lot of bugs. X.x
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@scout david : there are maybe easy to fix because it is possible to find bugs easyly but it takes a lot of time to fix them : they can demand you to rewrite all of your code :( (because of misplaced bytes for example) :)
@ Dj : don't worry, when I've rewritten my prog I fixed many of them ;)
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Cool to hear! I hope you don't have to rewrite code too often during this project.
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It was the first time and it is probably the last I will do that ;) But the former version was too buggy to continue :(
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if you aren't sure how to manage something it's good to just force your way through it until you have a somewhat working version and worry about performance later on. it's somewhat inefficient, though.
glad to hear good news!
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Yeah true, as long as you can read your code. ;D
That said, one big trap many people felt into for a while was rewriting and rewriting and rewriting and rewriting and rewriting the game and rewriting and rewriting and rewriting and rewriting over and over. Everytime they saw they could save 1 byte by rewriting the entire code in a way they did it, then they realized it was messy and they rewrote it again. Eventually, the person spent 2 years on his project, but by keeping restarting over and over, he never made any signifiant progress and by the time he had 10% done he was ditching calc stuff and moving on.
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Yeah, and I hate rewriting again and again ;) There was too many bugs on my previous program but they are fixed yet. As I said it was the first time I done it and it is and will be the last I hope :)
Ps: I don't take care of my program size because for me, game beauty must be considered above size (if it isn't too excessive regarding game quality) ;)
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I don,t mind large programs either, as long as the large size is justified. Example, I will not appreciate if I download a 60 KB large RPG only to find out there are only 4 rooms in it (that are one screen large). Just make sure to not go overboard and it should be fine.
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Yeah, the only problem with large programs is that if you're in Axe/assembly, there is a size limit on code :( Is this Axe, assembly, or hybrid BASIC?..I forget but I seem to remember that it's Axe, right?
edit: right, it's Axe
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There's also the fact large programs are harder to install, but I think it can be worth it sometimes. Just make sure your install process got as least steps as possible. Example: an archive and RAM folder, not 8 or 9 folders to send one by one and running install programs.
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Yeah, the only problem with large programs is that if you're in Axe/assembly, there is a size limit on code :( Is this Axe, assembly, or hybrid BASIC?..I forget but I seem to remember that it's Axe, right?
edit: right, it's Axe
Technically, you can circumvent both by using apps.
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Except that you're still limited to 16 KB. That said, I could fit Metroid II Evolution in 15 KB of code, approximately, and a lot of stuff was hard-coded, like bosses. Granted, there was xLIB that didn't count in that, but I am sure I could have done less hard-coding and fit it in smaller size.
Otherwise, there's always the BASIC launcher+XCOPY+multiple Axe sub-programs solution, though
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yeah, 15K code is enough more most things. Things that takes away like 4K of that space? fancy titles and menus.
Pyyrix is 9K without titles, 13.5K with. And those are crap titles/menus.
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Menus are quite large most of the time. The Reign of Legends 4 was gonna have a dynamic menu system, but it was still in the 3 KBs because of all the stuff that had to be hard-coded. For a RPG you also got the battle engine, events, walking engine, map loading, title screen, etc. In some extreme cases, you may be forced to put the menu and battles in a totally different program.
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yep, like I think I'll do in trio and niko, the battle system/menus are kinda complex. Menus are killer on space, escpecially in Axe. They just seem to swell up when compiled.
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Menus are quite large most of the time. The Reign of Legends 4 was gonna have a dynamic menu system, but it was still in the 3 KBs because of all the stuff that had to be hard-coded. For a RPG you also got the battle engine, events, walking engine, map loading, title screen, etc. In some extreme cases, you may be forced to put the menu and battles in a totally different program.
A menu is large? My menus, both for basic and Axe are the smallest part of the code, but that's because they're number based.
You may be right, menus with cursor can be very long and larg
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Menus aren't too bad if you make a generic menu subroutine (http://ourl.ca/4050/145789); that's only like 500 bytes or less in Axe, but you still have to hardcode all the different options which could take up a lot more space :x
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Menus aren't too bad if you make a generic menu subroutine (http://ourl.ca/4050/145789); that's only like 500 bytes or less in Axe, but you still have to hardcode all the different options which could take up a lot more space :x
If you look at my Racer3D: Replay menu... It's a number-based menu, very short, but it's not THAT functional, since I can only have 9 options (as there are 9 algarisms). I could have 10, but I don't want the 0.
However, Metroid Chozo Mission is already a large game, so he might be looking for a really small menu in order for the game not to be too large.
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Dont worry about that I'm not coding menus and M.C.M will certainly be an app (to preserve ram for maths ;D )
I'm coding ennemies yet but I crashed my calculator many times searching to make them walking around room's walls :(
Does anybody have algorithms ? maybe Ashbad ? :D
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#cough# what?
well, you see, start by making a list with let's say, one element with 6 bytes per element in saferam (so a 6 byte list for now)
the values being L+0 = x, L+1 = y, L+2 = sub x (not position in tilemap but rather that value used to make movement smooth between x positions), L+3 = sub y, L+4 = hp, L+5 = max hp.
then, in a routine executed every time the main loop well, loops, (or an interrupt if you like that style) check if the enemy is within the screen ocupied by samus. if so, draw the enemy using those coordinates. BUT, first check if the monster has any hp. If not, then don't draw it. Also, to make it move, check to see where the wall is next to it. If the wall is on it's right, do Y+1 -> Y. If it's above, make x-1 -> x. But, only do that if it has hp ;)
the max hp is so that it has a hp to start with, so then it doesn't start with some random value like 54000 and go down by one every shot :)
if you need code examples, I'll be glad to provide, just ask in a later post. ;)
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Okay thanks ! I've already done list, but changing XandY values isn't too easy because arriving direction must be seen in way to do that :( and it is very long to code !
ps : I succeeded in that way 5 minutes ago and I done half of the work on it ;D
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Menus are quite large most of the time. The Reign of Legends 4 was gonna have a dynamic menu system, but it was still in the 3 KBs because of all the stuff that had to be hard-coded. For a RPG you also got the battle engine, events, walking engine, map loading, title screen, etc. In some extreme cases, you may be forced to put the menu and battles in a totally different program.
A menu is large? My menus, both for basic and Axe are the smallest part of the code, but that's because they're number based.
You may be right, menus with cursor can be very long and larg
Menus can become evilly large. My in-game menu for Nostalgia is about 9500 bytes and I still haven't implemented everything.
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Menus are quite large most of the time. The Reign of Legends 4 was gonna have a dynamic menu system, but it was still in the 3 KBs because of all the stuff that had to be hard-coded. For a RPG you also got the battle engine, events, walking engine, map loading, title screen, etc. In some extreme cases, you may be forced to put the menu and battles in a totally different program.
A menu is large? My menus, both for basic and Axe are the smallest part of the code, but that's because they're number based.
You may be right, menus with cursor can be very long and larg
Menus can become evilly large. My in-game menu for Nostalgia is about 9500 bytes and I still haven't implemented everything.
oh my indeed good sir. Good sir that is a great matter of space indeed good sir for a menu indeed good sir.
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holy...finaleTI what's IN there???
although this isn't the quite the best place to discuss that lol :P
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very true indeed good sir.
nice to see you got the thing working, Ti-DKS! :D :D :D
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Okay thanks ! I've already done list, but changing XandY values isn't too easy because arriving direction must be seen in way to do that :( and it is very long to code !
ps : I succeeded in that way 5 minutes ago and I done half of the work on it ;D
Great, step by step this game is getting better and better. Any predictions on the date of a beta release?
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Sorry ScoutDavid but I've no idea of it. The problem with me is sometimes work go very fast and other times it goes very slow (and there is scholar work too :( ). However, it mainly remains to me to code :
¤ missiles & other weapons (time : quite fast for me)
¤ AI's & bosses movements and attacks (time : quite long for me)
¤ Items (time : quite fast)
¤ room transitions (time : quite fast)
¤ menus (time : fast)
¤ maps (time : long but if my engine is finished it will be easy to do ;) )
Here is, so I think my beta will come when it will be a real story with objectives, missions, etc... and then I will release regarding eventual bugs people can find in the game ;D
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well, I'm glad to see that enemies problem is now fixed, can I haz screenie? I really want to see it in action, it will be pretty cool I'm sure :)
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Ooops ! I ve not fixed totally ennemies yet, when I said AI's moves I meant ennemies ::) I'm working on it now and I'm on the good way but coding all cases takes a long time ! (hoping a switch command for Axe ;D )
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well, that's fine! As long as you broke the obstacle and progress is flowing! ;D
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Menus aren't too bad if you make a generic menu subroutine (http://ourl.ca/4050/145789); that's only like 500 bytes or less in Axe, but you still have to hardcode all the different options which could take up a lot more space :x
In the Reign of legends 4 menu, you specified your options in a string and the menu size (height/width/options per row/col). Then you run a program that displays everything for you and it does the option selection for you. When selecting something it stores the option ID in a variable or ans, I think. If you cancel, it returns 0. If you select an empty slot or if the option has a space as the first character, selecting it does nothing.
Sorry ScoutDavid but I've no idea of it. The problem with me is sometimes work go very fast and other times it goes very slow (and there is scholar work too :( ). However, it mainly remains to me to code :
¤ missiles & other weapons (time : quite fast for me)
¤ AI's & bosses movements and attacks (time : quite long for me)
¤ Items (time : quite fast)
¤ room transitions (time : quite fast)
¤ menus (time : fast)
¤ maps (time : long but if my engine is finished it will be easy to do ;) )
Here is, so I think my beta will come when it will be a real story with objectives, missions, etc... and then I will release regarding eventual bugs people can find in the game ;D
Cool, I hope you finish this project. :) feel free to ask help if you need any. :)
Also continue doing lots of backups! :)
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updates :
- ennemies following samus coded (way of moving of metroids) ;D
- fixing ennemies walking (or flying) between 2 points :)
- issues with ennemies moving around walls :
*tile detection up/dwn/lft/rght : done
*x and y increasing or decreasing if the are different to destX and destY : done
* destX and destY calculation regarding differents cases of wall detection : bugging
Does anyone has an algorithm or have I to code all collision detection cases ? ???
edit : items coded ;)
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updates :
- ennemies following samus coded (way of moving of metroids) ;D
- fixing ennemies walking (or flying) between 2 points :)
- issues with ennemies moving around walls :
*tile detection up/dwn/lft/rght : done
*x and y increasing or decreasing if the are different to destX and destY : done
* destX and destY calculation regarding differents cases of wall detection : bugging
Does anyone has an algorithm or have I to code all collision detection cases ? ???
edit : items coded ;)
Great, I see the 'Stuff to update before release List' getting shorter!!
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Nice! It's progressing very well! For collision I hope you get it sorted out. feel free to use the Axe forum to ask for help in case people notice faster there.
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okay ;)
Edit : Save Units (not save system) added, but it remains impossible to change room because doors doesn't working yet. I' hard working on it of course ;D
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This sounds like it's progressing smoothly. I'm glad it's going well. :D
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Save Units (not save system) added, but it remains impossible to change room because doors doesn't working yet. I' hard working on it of course ;D
Lol ;D Does the save state reflect everything about the game or merely the room you are in?
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okay ;)
Edit : Save Units (not save system) added, but it remains impossible to change room because doors doesn't working yet. I' hard working on it of course ;D
By save units do you mean the spots where you save your game or do you mean preserving enemy/sprite locations even when they're out of the screen?
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I meant rooms where you can save your progress :) (attached my quickest screenie because I hadn't had enough time to do it ;D)
But I ve a very big problem !!! I've a program named "METROMAP" holding all my map datas stored like:
if room=1
size
data
end
if room=2
size
data...
Then how can I access it during game to update map changing room number ???
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i'm confused a little, however i think your map system isn't ideal. here you might find a simpler way...
Data(0,offset_to_room2_data,offset_to_room3_data,etc)->GDB1
[<all map data strewn together>]->GDB2
then say your variable for the current level is L. to display it you'd just start reading from GDB2+{GDB1+L}.
if you need to have GDB1 contain sizes of the map, this can be modified to work.
if your current level is N, just make sure you get the sum of {GDB+[1..N-1]}, and start reading from that + GDB2
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Okay but does this working for huge maps ? And my ennemies/items datas are coded outside of GDB, in saferams ...
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yes this will work for large maps, as long as your offsets are correct. for example, if you had 3 maps each 120, 2375, and 8 bytes respectively, here's the code:
Data(0,120,2495)->GDB1
[hexcode for all maps]->GDB2
0->L
{{GDB1+L}+GDB2} // first byte of first map
{{GDB1+L+1->L}+GDB2} // first byte of second map
{{GDB1+L+1->L}+GDB2} // first byte of third map
or, if it's essential that you know the size of each map and not where the data starts:
Data(120,2375,8)->GDB1
[hexcode for all maps]->GDB2
0->L
{{GDB1+sub(OFF,L)}+GDB2} // first byte of first map
{{GDB1+sub(OFF,L+1->L)}+GDB2} // first byte of second map
{{GDB1+sub(OFF,L+1->L)}+GDB2} // first byte of third map
Return
Lbl OFF
0->O // offset
For(Z,1,r1
{GDB1+Z}+O->O
End:O
Return
not the most efficient code (i'll let you optimize it), but it works
how large are your maps by the way? i mean.. it'll work for every map as long as all your map data is under 65535 bytes, which i'm assuming it is.
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It would be be better if my map data under 65535 ;D I remember you talked about this method I another topic :) but can I to do an "if" test to put right saferam data for all rooms ? like :
if room=1
xoffset
yoffset
ennemies
items
end
if room=2
...
and then to put your code ?
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Wow I love that screenshot! I noticed that the camera only starts moving when you start falling down, though. I wonder if you could fix that? Otherwise it really looks awesome. :)
Your map data kinda reminds me how Metroid II and Reuben series were setup. I never figured out a better way, but I was using TI-BASIC so I was more limited.
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Yeah I know, it is a bug in my collision system, but I will fix them all when I will have coded all big stuff and you know adding new stuff always mean new and new bugs I'm :banghead: ing on my map data system now ! For room transition :)
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I hope you don't run into such bugs too much. They can be a pain sometimes. Good luck!
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Progress :
- few minor bugs fixed
- physics & display system updated, to allow next update
- room change working now !! (great thanks nemo but I used your method in a different way ;D )
- missile tanks added !!
Here is my today's and yesterday's work ;D
(screenies if I could have enough time ;) )
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Wow, that looks nice! Great job! ;D
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Progress :
- few minor bugs fixed
- physics & display system updated, to allow next update
- room change working now !! (great thanks nemo but I used your method in a different way ;D )
- missile tanks added !!
Here is my today's and yesterday's work ;D
(screenies if I could have enough time ;) )
Cool! It's still progressing nicely! Don't give up. I'm really looking forward for this. :D
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Progress :
- few minor bugs fixed
- physics & display system updated, to allow next update
- room change working now !! (great thanks nemo but I used your method in a different way ;D )
- missile tanks added !!
Here is my today's and yesterday's work ;D
(screenies if I could have enough time ;) )
WOW, missiles, very good!
My questions:
> Are enemies done yet?
> How large is the program so far?
> What are the important things you still have to do before big release?
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1) ennemies moving like metroids (flying and following samus) and ennemies moving between 2 points coded (it still remains me to code these walking around walls these what make me most problems :mad: )
2) The program takes now around 8000Ko with the 3 rooms test map, but it will be released as app and will be optimized later
3) It remains to me to code all weapons, the ennemies what aren't working, bosses, map. Here is !
Any other questions ? :D
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1) ennemies moving like metroids (flying and following samus) and ennemies moving between 2 points coded (it still remains me to code these walking around walls these what make me most problems :mad: )
2) The program takes now around 8000Ko with the 3 rooms test map, but it will be released as app and will be optimized later
3) It remains to me to code all weapons, the ennemies what aren't working, bosses, map. Here is !
Any other questions ? :D
AI Enemies and Non-AI Enemies MIX, fantastic!
8000K is not much (for me) and don't forget that an Application's size is always a multiple of 8, so it can't be optimized that freely.
Weapons shouldn't be very hard since you already made bullets working :)
Bosses will be a bit harder, since they're special enemies
Maps... You have an engine or code all of them from scratch?
If you have an engine, it shouldn't be that hard
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1) ennemies moving like metroids (flying and following samus) and ennemies moving between 2 points coded (it still remains me to code these walking around walls these what make me most problems :mad: )
There are two ways to make these enemies move around, and since it sounds like you're frustrated I think you may not have heard of one of the methods. :)
1) Look for walls and make the enemy change direction if they would hit one.
2) Make a list of all the values you want the enemy to go. For instance, here's a TI-Basic example:
:{1,2,3,4,4,4,4,3,2,1,1,1->L1
:{1,1,1,1,2,3,4,4,4,4,3,2->L2
:0->A
:Repeat getKey
:A+1-dim(L1)(A=dim(L1->A
:ClrHome
:Output(L1(Ans),L2(Ans),"*
:End
I hope this helped some. ;D Good luck. :D
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Thanks but I done the first method you said and it not worked because there are too many cases of possible directions when hitting a wall. When I have the feeling to have found them all, new cases wet and again and again...
The second method is too hard for me to code because I will have many rooms, someones will be huge so it may take too much place on the calculators :)
Thanks however but if you have some code, don't hesitate ;D
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You know the location of Samus, right? If so, you could have the enemies obey some movement algorithm where they are attracted to the point where samus is located. It's not a perfect system, but it usually works well without using up a lot of processing power.
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wow, looked at your first post again, you really are putting a lot of effort into this! I LOVE the title screen, too! GREAT JOB THUS SO FAR!
EDIT: this is definitely going much further than I thought it would. :D
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wow, looked at your first post again, you really are putting a lot of effort into this! I LOVE the title screen, too! GREAT JOB THUS SO FAR!
EDIT: this is definitely going much further than I thought it would. :D
It is getting really good, an excellent which I'm certain will be featured Assembly Program. What amazes me is the speed of updating and bug fixing he has
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yeah, he is pretty fast. Though, maybe not as fast as moi ;)
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yeah, he is pretty fast. Though, maybe not as fast as moi ;)
I don't know, he's almost finishing this project, I think.
// I don't like to compare performance of different programmers, sorry.
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//I was joking
/*
this is a multi-line comment in C++!
*/
...
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Woah I didn't see the first post update either. Awesome title screen and screenshots! However you should upload them on img.removedfromgame.com because Free.fr is incredibly slow and it takes 2 minutes to load the first page. :(
Good luck TI-DkS! On a side note, if you ever need help designing maps, feel free to check this map for inspiration (warning: large pic): http://www.omnimaga.org/index.php?action=dlattach;topic=1726.0;attach=908;image
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Hey ! I know this map !! It's yours ;) I will see when I will code the real map, not the test map :) I'm fixing some bugs on my room transition and I will work on the menu after that !! For ennemies, I've already fixed these following samus, but I wanted to do ennemies who walk around the room infinitly like them : (http://www.bogleech.com/metroid-geega.gif) or them (http://www.bogleech.com/metroid-nova.gif). How can I do that without making my calculator exploding because of the amount of calculations ???
And thanks to all of you for your support :D
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wow, that map is huge DJ! is that for metroid II? anyways ti-dks if your game had maps like that this would be so sick :D
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I'm trying to make the better game I can because it is Metroid ;D Maps will be as huge as possible keeping a good and coherant storyline :) You will see... ;D
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I'm trying to make the better game I can because it is Metroid ;D Maps will be as huge as possible keeping a good and coherant storyline :) You will see... ;D
I'm sure you will impress us all :D
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I'm trying to make the better game I can because it is Metroid ;D Maps will be as huge as possible keeping a good and coherant storyline :) You will see... ;D
I'm sure you will impress us all :D
He left me crazy when he posted his very first sprite xD
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wow, that map is huge DJ! is that for metroid II? anyways ti-dks if your game had maps like that this would be so sick :D
Yeah it's from Metroid II Expansion. Metroid II Evolution has a similar map but it misses most of the pink areas and a small portion of red and green.
I'm trying to make the better game I can because it is Metroid ;D Maps will be as huge as possible keeping a good and coherant storyline :) You will see... ;D
Good luck! I really can't wait for new progress ;D
Also don't hesitate to use the Axe sub-forum to ask help (post some code) for enemy movement. I'm sure a lot of people will be happy to help. :)
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Yeah but I've now the biggest bug I ever had had : I think it is an OS or an Axe bug.
I was compiling my code and all worked perfectly but when I tried to launch my game I saw the "ERR:INVALID" message. Thinking it was an error of the OS I tried firstly to archive more datas to leave more free space, but it don't worked (of course :( ). Then I decided to compile as an app an no as a nostub prgm and it worked perfectly :banghead:
The problem is to code it is much more easier to be able to compile fastly your code w/o create an app, writing it and always defragmenting after seeing the code is buggy :-\
Does anyone have encountered this bug or know how I can fix it ??? I can't continue coding with this issue :(
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well, look at what you coded in last, and see if you're compiling to a shell. Asm(program) gives that error to shell programs
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Unless it's what Ashbad said, It's because of the 8192 KB code limitation. (this excludes data) You have two choice now:
-Make an APP and put the data outside the source as appvars
-Split the game in multiple sub-programs and use a TI-BASIC launcher running each Axe programs with Asm(prgmNAME) when needed. For example, when you need the menu, the walking engine will store 1 to Ans, exit, then Asm(prgmMCMMENU) would be ran. When exiting the menu, have it store 2 to Ans so the main engine is ran.
I hope you don't kill the project just because you have to compile in app, though. O.O I think you should maybe take the extra 5 seconds to compile as APP and ask more coding help on the forums, maybe. An alternative could be to temporary remove unused code during debugging and continue compiling as program, then when you want to do a major test, put the code back in then compile as an APP. I would hate to see this die just because of that. If you still want to stop working on this just because of that, will you at least release the source code and sprites so someone else can take over?
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Yes this is the memory issue of the calculator, and cannot be bypassed in programs because it is a hardware issue. And with a game of this size, its understandable. The first thing you can do is compile it for MirageOS, since it does not have the limit and gives you any ammount of data as you need. After that stops working (ie: giving you ram clears), you will *need* to either switch to App, or some other method of storing your program. There is no way around it.
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Okay !! Don't worry I will certainly not stop my project because of an error like that. I though it was only a 16kb limitation for programs but isn't it possible to fix it in the OS like what was do for xlib ? However this project will not die and I'm working on my hatches now ;) but it still remains to me to fix my favourite ennemies ;D
Question : is there other Axe's limitations ? It will be better if I know them :) And how could I stop doing this after all efforts I made for this game ?
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The only way to fix it is to buy a TI-73 Explorer and install Chameleon on it to turn it into a 83+, but so few people own a 73 that almost nobody could play your game. :P The 73 has no executable code limit. From what I read somewhere, I think TI added that limit to prevent people from packaging their proprietary flash APP that they used to sell for money into pirate 8xp copies available for free.
As for other limits, APP format includes data in its 16 KB code limit, so if you use APPs, you must keep your data into appvars and keep the entire 16 KB in app format.
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I though it was only a 16kb limitation for programs but isn't it possible to fix it in the OS like what was do for xlib ?
The 8k code limit is a hardware limitation. The xLib problem was just a software glitch in 2.53MP.
edit: ninja'd ;_;
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Thanks for your answers :) I've tried to compile some code : it takes more time and I must reset my ram else when I start my prog it freezes. Except of that, all is perfect ;D
¤ Another bug width doors fixed !
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Cool to hear! ;D
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.: Updating tiles and some other stuff :.
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Cool, any new screenshot soon? :)
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^ I want that :D :D :D :D :D
sounds great that you're working so hard and getting lots done on this :)
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To avoid to broke the beautifulness of the game I will post screenshots only when I will have fixed my sprites :) At the moment, Samus always looks at the same direction and hatches too. It will try to fix that soon ;)
After that I will post screenshots !!
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To avoid to broke the beautifulness of the game I will post screenshots only when I will have fixed my sprites :) At the moment, Samus always looks at the same direction and hatches too. It will try to fix that soon ;)
After that I will post screenshots !!
It's been quite a few topic pages since last screenshots. Great!
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To avoid to broke the beautifulness of the game I will post screenshots only when I will have fixed my sprites :) At the moment, Samus always looks at the same direction and hatches too. It will try to fix that soon ;)
After that I will post screenshots !!
I see, good luck fixing those! :D
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[offtopic]
Well, I see Ti-DKS that you almost exclusively post in your topic, I think you could check the rest of the website too, very interesting.
I mean, if you have time, if you don't it's OK, but really find some time :D
[/offtopic]
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You don't looked as well :) I sometimes post in others topics but I havn't too much time :(
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You don't looked as well :) I sometimes post in others topics but I havn't too much time :(
I know you do, but rarely. yes, I deduced you didn't have much time 'cos you're a nice person :)
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Thanks ! I think you too ;D
MCM : finished coding a map creator/compiler !
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Thanks ! I think you too ;D
MCM : finished coding a map creator/compiler !
That'll make it much faster. Screenshots someday?
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Screenshots someday?
Im sure he will make us screenshots when he has the time, I for one would prefer progress to screenshots every day of the week ^^
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Nice to see more updates! :D
Hopefully the map editor will speed up your development considerably. :)
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Yes it will !! It's why I coded it (like my own sprite-to-hew prog. ;D )
I made a 40x20 tiles room (16x16 px by tile) to fix bugs remaining and I'm now working on it !
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Wow that's a big room! How large is it in memory? Do you have a lot of free RAM left while running the game?
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It takes 800 bytes (uncompressed) and I will probably code a compression algorithm later (maybe rle...). In my game, room size is unlimited and don't make the game slower if they are big anyways :) Because of it is an app I don't think it takes so many RAM. My engine currently weights 8000bytes and my rooms (4) weights around 1000bytes... :D But it remains loads of work on the engine :( : there are many physics bugs I'm trying to fix !
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Ah, doesn't seem too large, then. You're putting map data into appvars, right? Also sorry to hear about the bugs. You might want to ask Builderboy or check his physics tutorial if you need some additional help on those, as he is pretty good at them and might be able to help a lot, if you cannot solve the issues. Physics can be a pain, sometimes. X.x
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Yeah I know for physics ;) and at the moment my map is compiled with the engine but I will put them in an appvar when the engine will work !
And yes I know about Builder's physics knowledge but I will try to fix that by myself before disturbing him if it doesn't work :)
Edit : A little screenshot because I know it is better than lines and lines of text :) It's the today's screenshot so don't worry about all strange things you could see (I've removed left/right collision because caused many bugs and I'm trying to fix it with other little things ;D). Because I had'nt had much time, it's a map with an only room but room transition works perfectly and items too ! I will post a screenie of that later ;)
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This looks great. I hope you can manage to fix the collision detection issues soon.
On a side note when it has been a long while you can actually bump the topic (or delete previous post then repost it with edit), especially when there are screenshots and updates involved.
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Hey any progress on this? I hope you did not quit calc stuff or something :(
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I had a dream about this game! I dreamt about this game and then though ("Woah, there haven't been updates in a while"). It's real, it happened!
Then, I decided to post here and ask what DJ asked, but I was ninja'd it seems.
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Don't worry !! I'm still here ;-) I will resume the development of my Metroid I stopped during christmas hollydays because I thought about resuming it after back to school but there was loads of work since. I think I will find the time now ;D I apologize but during hollydays I found the time to fix some bugs and I lost my progress : I have now the previous version (these I shown to you last, so it isn't a big problem).
You could have seen I connected to omnimaga before and I have a question : Is a mode 7 engine source code released yet ? Because I looked on the web and on omnimaga and I found F-zero's one, what is very impressive, but without the source...
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Don't worry !! I'm still here ;-) I will resume the development of my Metroid I stopped during christmas hollydays because I thought about resuming it after back to school but there was loads of work since. I think I will find the time now ;D I apologize but during hollydays I found the time to fix some bugs and I lost my progress : I have now the previous version (these I shown to you last, so it isn't a big problem).
You could have seen I connected to omnimaga before and I have a question : Is a mode 7 engine source code released yet ? Because I looked on the web and on omnimaga and I found F-zero's one, what is very impressive, but without the source...
Lol, nice image!
I have no idea about Mode 7.
It's nice to see you're here ;D
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I see, glad you're back now :D
Sorry to hear about the data loss, though. I'm glad you had a backup, though. Good luck! As for Mode 7 you would have to ask Calc84maniac or Quigibo.
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I see, glad you're back now :D
Sorry to hear about the data loss, though. I'm glad you had a backup, though. Good luck! As for Mode 7 you would have to ask Calc84maniac or Quigibo.
I never even heard about Mode 7 before this post :(
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Okay... Then I'm looking for people interested in working on the Metroid Chozo Mission project ;D. I wanted to find :
- a good physics programmer to fix the remaining bugs,
- a programmer to help me finish the engine (mainly ennemies movement),
- a graphic designer to help me finish samus' sprites and some others,
because I have not the time I had had before to code :-\ and I wanted to achieve it for those who wanted to play it :D
It remains to do :
- maps,
- ennemies movings,
- some animations,
- some sprites,
- the menu,
- some bugs to fix !
Is anybody interested ?
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BuilderBoy is a damn physics expert, but not sure if he can, I'm not him XD
I can't help you with any of those, I'm afraid.
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damn physics expert
D: I hope you meant damn [positive adjetive] physics expert? :P
I can definitely help out with the physics :)
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i would definitely be willing to look through your source and see if i can find any bugs/optimisations. beyond that, however, i may not be much help, as i am not particularly consistent in my resolve to work(which you may have noticed XD).
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I hope it doesn't mean you are no longer working on it. Are you still planning to contribute a bit? I hope other people can help, though, so it gets finished.
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damn physics expert
D: I hope you meant damn [positive adjetive] physics expert? :P
I can definitely help out with the physics :)
Of course, super positive in fact :D
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I'm sure I could get dynamically moving enemies working pretty fast and efficiently
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I hope it doesn't mean you are no longer working on it. Are you still planning to contribute a bit? I hope other people can help, though, so it gets finished.
Don't worry I will help but with the time it remains to me with my school work and my other projects I think if people bring directly their own knowldege it can be finished faster :D
I can definitely help out with the physics :)
Every people I asked about physics said you are the best I can find and I'm glad to see you can help me :D
I'm sure I could get dynamically moving enemies working pretty fast and efficiently
I remember you already spoken about your ennemies movings skills ;D Thank you for helping me :)
i would definitely be willing to look through your source and see if i can find any bugs/optimisations. beyond that, however, i may not be much help, as i am not particularly consistent in my resolve to work(which you may have noticed XD).
Okay I will send you the source too :) and I will PM to all of you soon a link to download the source, I think it will be better to post it when the game will be finished, right ?
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Every people I asked about physics said you are the best I can find and I'm glad to see you can help me :D
Awww I feel all warm and fuzzy :]
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Lol when I worked on Supersonic Ball the first person I went to to get help directly on physics was Builderboy I think. :P
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:) And thanks for moving me in this section :D I've no longer reasons to avoid hardworking on it now :)
EDIT : splitted my program into many sub programs each doing an unique thing to make me coding easier (and it does !!)
Another edit : 100th post :D
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Yeah sub-programs can help a lot for that. Scrolling through 14 KB of code is no fun X.x. Also they can make it easier to copy code or other things.
Good luck with the game and congrats for the sub-forum :D . Technically it should have happened a while ago but I was waiting until Christmas break ends because some people never return from it.
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I see :) I fixed the hatches orientation problem today and I'm waiting for Builders' advices about my physics system and Ashbad'ones about ennemies. However I'm still implementing some other stuff ;)
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Alright, so the physics you have are already actually pretty advanced in terms of what they are capable of, with just a few simple changes, you should be able to get realistic jumping physics :D Do you have any desire to have different physics when you move left and right? You already have a working system so if you don't want to change i'll be more than understanding
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Okay... So I wanted the more realistic I can do : fix the friction,add a gravity value and fix collision detection system ;) it's all !
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hey, you!
i went through the code you sent me (specifically the file labelled as the .proper code) and i found a few optimisations and such. would you like me to send them?
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Yep ;D If you want I've updated the (more proper) code at the same address I gave you. I cut I many subprograms to make it more lisible :)
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Glad to hear some people are helping. This game will really pwn when it comes out :D
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Thanks DJ ;D I've updated some stuff and I fixed some bugs ;)
Changed :
¤ Samus' coordinates are now absolute,
¤ Adding missiles (not working properly at the moment but the main part is added),
¤ Jump routine revised,
¤ New camera system
¤ speed increased, because I no longer draw blank tiles
Added :
¤ background support,
¤ Some sprites ;)
You can see the screenie below :
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Looking pretty good TI-Dks? Do you use a level editor?
The game seems pretty complex and detailed, marvellous!
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Yep I'm using a Ti-Basic level editor I written with X-lib ;) I'm implementing some tiles now and I'll try to add some background elements (like crates or windows), maybe animated... I'll see that ;D
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Looks awesome. Glad to see progress is being made.
A walking animation would give this >9000% more professional-looking-ness.
(Wow, I really hate the structure of that last sentence.)
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Looks awesome. Glad to see progress is being made.
A walking animation would give this >9000% more professional-looking-ness.
(Wow, I really hate the structure of that last sentence.)
Oh yeah I also noticed some lack of walking animation. It would be so cool!
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I know for the walking animation ;) I'm drawing this on photoshop but to manage to have the better precision with only 24*24px 4lvl-GS is a little tricky, so there is progress in that way, but not very fast ! I promise that it will be animations soon :)
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*LOVE* the new camera system :D you really made it implement well! And i think it looks very smooth :] I have to say, this game is looking totally epic! Graphics and everything ^^ Have you gotten any ideas for story or whatnot? whats the gameplay going to be like?
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Don't worry it will be a story, I've many ideas :) I think gameplay will look like Metroid fusion/Metroid zero mission ones because I inspiring me of that games. And I *LOVE* the new camera system too ;)
For the story I'll try to implement some known bosses, like Ridley because they must be there but I'm waiting for Ashbad's advices about the ennemy's moving system to continue coding in that way. Mainly it remains to me to code ennemies and to convert sprites to hex and I'll have done ;D
Speaking of sprites, does anybody know a on-pc tiles to hex converter ? It could be more convenient that on-calc one I made, what is very long...
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Wow, that looks cool! Great job!
I believe there's a converter like that in the Download section. :)
Edit:Is this what you're looking for? http://www.omnimaga.org/index.php?action=downloads;sa=view;down=520
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Yeah, it's that ;) Thank you !
Edit : Added missiles. Working on the exploding animation
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I definitively love the map design and camera system.
On a side note feel free to use enemy sprites from my Metroid game. I don't remember who did Kraid, though. I know Necro did the mother brain sprite and I converted the rest.
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Did you try adding that gravity system i showed you about? Or is that still in the works?
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Did you try adding that gravity system i showed you about? Or is that still in the works?
This going to have gravity?! That'll rule! ;D
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well it already has gravity :P I was just helping him with physics and adding a more realistic gravity system
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lol... *realistic gravity*
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Working on that ;)
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Can't wait to see it in action :)
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Okay, so I think it's better for you to see the screenie before reading ;)
I've a problem of optimization : to allow to me using grayscaled backgrounds I am forced to draw each tiles 2 times instead of copying the buffer to the backbuffer after drawing what made me many slowdowns... Is it possible to draw each tiles 2 times (buffer and backbuffer) without using 2 times the Pnt-off command and without loosing speed ???
Edit : it is more or less two time slower on the real calc but wabbit seems to have corrected that lag :)
Is there a way to make the background scrolling two time slower than the character without loosing significant speed too ?
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Wait, why are you drawing your sprites onto the backbuffer in the first place? Isn't your map monochrome?
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This looks even better. O.O I especially love the HUD. One suggestion I have to improve speed would be that every 2 frame you absolutely draw nothing at all, not even Samus or the HUD. That may not work if your collision detection is pixel-test based, though.
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Wow, that looks awesome! Great job! I really like the background. ;D
You could always do this:
1.) Draw all the sprites on the front buffer
2.) StorePic
3.) Draw the background
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Wait, why are you drawing your sprites onto the backbuffer in the first place? Isn't your map monochrome?
Yes, my map is monochrome but I wanted to be able to draw grayscaled background without drawing each tiles on the 2 buffers :)
Wow, that looks awesome! Great job! I really like the background. ;D
You could always do this:
1.) Draw all the sprites on the front buffer
2.) StorePic
3.) Draw the background
I think I can't because my tiles aren't totally black and background will probably cover them...
But copying the bytes of each tiles drawn on the buffer to the back buffer isn't fastest than using the sprite command to draw them on the back buffer ?
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I wanted to be able to draw grayscaled background without drawing each tiles on the 2 buffers :)
I think I can't because my tiles aren't totally black and background will probably cover them...
If your map is totally monochrome and your background is on the backbuffer, try just drawing the image onto the backbuffer once, never again do anything to the backbuffer, and just draw your sprites onto the front buffer?I am confused as to why you are drawing the map onto the backbuffer as well, the backbuffer is always going to be put 'behind' the front buffer if you are doing 3 color greyscale
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Okay... I think I really have a problem of optimization with my tilemapper :banghead: ... Does anyone knows a very fast and optimized 16x16 tiles grayscaled tilemapper (4lvl will be the best !) ? Or maybe there are optimizations remaining on my own tilemapper :) Here is the code :
.DRAWING
ClrDraw
StorePic
.BKG
conj(Pic1BK,L3,768) // back-buffered background
conj(Pic2BK,L6,768) // buffered background
G^16→F
V^16→U
For(B,0,4 // screen height
For(A,0,6 // screen width
{G/16+B*O+(V/16)+A+{97+L4}r+GDB0}→C // the number of the tile to display
If C≠0
.BLOCK1 // first part of the 16x16 tile
Pt-Off(A*16-U,B*16-F,C*32+Pic0
Pt-Off(A*16-U,B*16-F,C*32+Pic0)r
.BLOCK2 // second part of the 16x16 tile
Pt-Off(A*16+8-U,B*16-F,C*32+Pic0+8
Pt-Off(A*16+8-U,B*16-F,C*32+Pic0+8)r
.BLOCK3 // third part of the 16x16 tile
Pt-Off(A*16-U,B*16+8-F,C*32+Pic0+16
Pt-Off(A*16-U,B*16+8-F,C*32+Pic0+16)r
.BLOCK4 // last part of the 16x16 tile
Pt-Off(A*16+8-U,B*16+8-F,C*32+Pic0+24
Pt-Off(A*16+8-U,B*16+8-F,C*32+Pic0+24)r
End
End
End
.HUD
0→L
For(I,0,11)
Pt-Off(I*8,0,Pic3HD+L
Pt-Off(I*8,0,Pic4HD+L)r
L+8→L
End
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this should do the exact same thing a bit faster. some reworking of your code structure in general would likely give you even more speed, though.
make sure you back up your current version before testing this out, in case i did something horribly wrong =D.
//variables Q-V are used as temp vars. if you need their values to be preserved for some other part of your code just reassign them to other vars/spots
.DRAWING
ClrDraw
StorePic
.BKG
conj(Pic1BK,L3,768) // back-buffered background
conj(Pic2BK,L6,768) // buffered background
G^16→S
V^16→T
V/16+{97+L4}r+GDB0→Q
0→BRepeat0
G/16+B*O+Q→R
B*16-S→U
0→ARepeat0
If {R+A}
A*16-T→V
{R+A}*32+Pic0→C
.BLOCK1 // first part of the 16x16 tile
Pt-Off(V,U,C
Pt-Off(V,U,C)r
.BLOCK2 // second part of the 16x16 tile
Pt-Off(V+8,U,C+8
Pt-Off(V+8,U,C+8)r
.BLOCK3 // third part of the 16x16 tile
Pt-Off(V,U+8,C+16
Pt-Off(V,U+8,C+16)r
.BLOCK4 // last part of the 16x16 tile
Pt-Off(V+8,U+8,C+24
Pt-Off(V+8,U+8,C+24)r
End
End!If A+1→A-7
End!If B+1→B-5
.HUD
0→L
For(I,0,11)
Pt-Off(I*8,0,Pic3HD+L
Pt-Off(I*8,0,Pic4HD+L)r
L+8→L
End
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Thanks ! But it seems don't working : the app freezes :( I think there is an infinite loop in your code and I tried many things to correct that but that still don't working... Do you have an idea ?
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sorry about that :P
i realised what i screwed up about 15 minutes after my father got on, meaning there was no way i could do anything about it until now. this actually *should* work. just make sure that none of the temp vars i use are over-writing values you need somewhere else, and, if so, reassign them. good luck.
post above edited.
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Thanks a lot for your help !! I'll see that later ;D
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Good luck Ti-DkS. I hope you don't give up on this!
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Don't worry, I'm still working on that :)
For those who want to see what I'm doing now, screenie just below !
And a not-so-secret game I worked on during my few free time ;)
... and I also have a question : I read some stuff about interrupts and I want to know if they are stopped or if they crash when leaving the app... It would be very interesting if it was possible to schedule background tasks on the calculator executing normally the Ti-OS ???
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Interrupts are kept when you leave the app, although you will almost certainly crash your calc very badly unless you're extremely careful with them. The OS often doesn't play nice with multiple interrupts.
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This game looks incredible! Keep up the great work.
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@Qwerty.55 : Okay ;) I just wanted to know if it was possible, I don't want to try now else there are 99.9% possibilities I crash my calc :D
@jmaster797 : Thanks a lot ;D I try to work the most I can !
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Nice, I'm glad this is still progressing Ti-DkS. I also like the Metroid sprite. :D
In this game, will Samus spin when jumping diagonally like in other Metroid games by the way? She usually jumped slightly slower but farther (and you didn't have to hold down an arrow key to make her continue going in the same direction, although it was harder to jump vertically that way).
Also is your other screenshot a Sim City clone? It looks pretty great. :D
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Thank you alot DJ ;D Yes it's foreseen that Samus spins when jumping diagonally but I'va not had the time to do that :)
And the other screenie is one of a Advance Wars clone test !
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Ti-DkS, that's looks awesome!
I know you've been told this before >1 time, but a walking animation would make this pure, pure, pure epic! It would completely change the way the game looks. Hope you can do that :D
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yeah, a walking animation would be nice, but also better gravity to fall by more than 1 pixel per frame.
other than that, sheerly awesome :D keep it up!
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yeah, a walking animation would be nice, but also better gravity to fall by more than 1 pixel per frame.
other than that, sheerly awesome :D keep it up!
I have to agree with you on the gravity, it sometimes looks like Samus is floating, but he has been asked that and I think he said it was impossible to change gravity in the engine. Let's hope I am mistaken, though.
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well, one way yuo can make the movement downwards faster by let's say 2 pixels per frame is by moving and collision detecting by one pixel each time, rather than moving down by 2 then checking.
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Thank you alot DJ ;D Yes it's foreseen that Samus spins when jumping diagonally but I'va not had the time to do that :)
And the other screenie is one of a Advance Wars clone test !
Cool to hear, I can't wait to see some updates about Advance War. Finish Metroid though. :D
And yeah I agree with Ashbad, that might be a nice trick to try.
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well, one way yuo can make the movement downwards faster by let's say 2 pixels per frame is by moving and collision detecting by one pixel each time, rather than moving down by 2 then checking.
That seems doable.
I hope he finishes Metroid first, since it is such a good project.
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Yeah I think all these modifications are possible but I havn't succeeded in coding the ennemy system yet so I can't do that at the moment :-\ It will be done when I'll finish ennemies :)
But I've some questions: Is it possible to code a function that draws an image with following parameters :
=> x1,y1 (top left),x2,y2(bottom right) coordinates
=> Pic (the picture to draw ^^)
And this function will rotate the image by the angle defined between the 2 points and scale it to fit betweem those points ? I know it will certainly be pretty hard but I think this function will be very usefull and not only for my Metroid :D Maybe is it possible to code an axiom for that ?
And my second question : Is it possible to use Axe's sine and cosine functions to obtain numbers between 0 and 1 like the real ones; For another of my projects I wanted to implement this equation to calculate 2d coordinates of a 3d point :
X_2D = X_2D_0 + facteur*( A1*X_3D + A2*Y_3D )
Y_2D = Y_2D_0 + facteur*( B2*(A2*X_3D - A1*Y_3D) + B1*Z_3D )
with :
A1 = cos(omega)
A2 = sin(omega)
B1 = cos(alpha)
B2 = sin(alpha)
-> alpha&omega are constants.
I suceeded doing that in Basic but with the values Axe give, it's impossible for me to implement them. Did someone has an idea to code these with axe in a routine, with args : x,y,z, and output x2d,y2d ?
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Yeah I think all these modifications are possible but I havn't succeeded in coding the enemy system yet so I can't do that at the moment :-\ It will be done when I'll finish ennemies :)
But I've some questions: Is it possible to code a function that draws an image with following parameters :
=> x1,y1 (top left),x2,y2(bottom right) coordinates
If think you can only do that if you have the picture's width and height.
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Are you still working on this Ti-DkS? I hope it's still alive. D:
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Are you still working on this Ti-DkS? I hope it's still alive. D:
I totally agree, it was looking soo good :D
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Yeah, don't worry I'm still working on it :) But because of a bad coded thing I destroyed some parts of my OS so I had had to install the new one and xLib seems not being compatible with this new OS. It will be more difficult to me to convert sprites and background now until I find a program which converts parts of Ti-OS pictures to Axe format :D If I'm not very present on the forum it's because of exams that arrives fastly and I need to review them ^^ However if anyone could tell me how to make ennemies move around the room walking following the walls, I'll be very interested in ;D
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Wait, xLIB? O.O I thought this was an Axe game? ???
Anyway glad you're still working on this. I was worried you quit calcs. If you need help, feel free to ask there though:
English http://www.omnimaga.org/index.php?board=162.0
French (might take a long while to get answers) http://www.omnimaga.org/index.php?board=171.0
Also I recommend backing up often on a flash drive, in case your calc messes up. It always sucks to lose progress.
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... and I also have a question : I read some stuff about interrupts and I want to know if they are stopped or if they crash when leaving the app... It would be very interesting if it was possible to schedule background tasks on the calculator executing normally the Ti-OS ???
I know this is a late response, but it is indeed possible. The problem is it's not possible in Axe without using some Asm(). Here's an overview of how to do it: http://eeezor.ec3club.tk/Files/Resources/Tutorials/ASMin28Days/lesson/day23.html
By the way, this project's looking great! ;D
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@DJ : I used to use some homemade Xlib apps to convert Ti-os pics to Axe Hex Pics, so because Xlib is no longer compatible with the new Ti-Os, I can't continue to put images in the games, and because now it's more menus and animations to add, I am no longer able to continue to code this game... Until I find an app that allow to convert parts of Ti-OS pictures to Hex Asm images !! :D
@zTrumpet : Thanks a lot i'll see that :)
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http://ourl.ca/4129/82023 is I think what you are looking for
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Alternatively you can use Doors CS7 or Celtic III. They have backward compatibility with xLIB commands (although DCS7 does it better) and works on newer OSes. I hope you don't discontinue this.
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Yes this has so much potential at least a demo if discontinued if not discontinued no demo just program on
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Thanks a lot I'll test that, but now I not have the time I had last year, so the game can be finished faster if someone could help me achieve this ;) I still don't have suceeded to code the ennemies moving around the rooms, but i finished to implement an animated sprites handler, what can display for instance missiles smoke, the dust what appears when Samus hit the ground after a jump, or even some animations in the background ^^
I need some people help me to code :
¤ Ennemies & Bosses,
¤ Samus' animations (hehehe her legs are still sticked on the floor xD),
because i've not many time to do that :) After this game finished, I think i'll publish the sourcecode for those who are interested in :D
Anybody interested in working on this project ?
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If it is Axe Parser post the source I will try to help, I have a mario project that I can put on hold for a bit ;)
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I think it isn't a good idea to send you the code : it is unoptimzed, nearly all uncommented and splitted into many files... I think I found a way to make my ennemies moving however I'm not sure to succeed in :D If I succeed, (or if I fail ^^) I'll post my try on the thread to optimize/make it working ;D
In another domain, after trying many and many times I don't succeeded to make conveniants Samus's sprites for running animation. All of what I done is very awful and I can't make sprites in the same level as my only sprite, what not move :-\ Does anybody could help me with that ? I based on Super Metroid's spritesheets what are pretty good to use with a low definition device :)
I've also corrected some bugs in physics and I'm now fighting with my ennemies movement : metroids done, going to code those walking on the walls (again ^^)
Attached : a picture of my sprite animation system. I put the only sprite I had : a small star blinking :D
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Um I think I use unoptomised code too :X I am going to re-learn Axe and use uptimised code in the future and what sprite is that ? are you talking about?
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Oh, you probably saw my screenies page :) You could have seen that Samus's sprite isn't animated ^^ Coding animation isn' very difficult but making the sprites is ;D I tried many times as I said, all my sprites where awful ^^ I'm looking for someone to advice me on the way I can draw them ;)
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I am not sure I can help there - I am a terrible sprite maker too
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Lol :) I believe there is a pixelArt section in this forum, I can try to ask for help there maybe..
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I think it isn't a good idea to send you the code : it is unoptimzed, nearly all uncommented and splitted into many files... I think I found a way to make my ennemies moving however I'm not sure to succeed in :D If I succeed, (or if I fail ^^) I'll post my try on the thread to optimize/make it working ;D
In another domain, after trying many and many times I don't succeeded to make conveniants Samus's sprites for running animation. All of what I done is very awful and I can't make sprites in the same level as my only sprite, what not move :-\ Does anybody could help me with that ? I based on Super Metroid's spritesheets what are pretty good to use with a low definition device :)
I've also corrected some bugs in physics and I'm now fighting with my ennemies movement : metroids done, going to code those walking on the walls (again ^^)
Attached : a picture of my sprite animation system. I put the only sprite I had : a small star blinking :D
I'll try to work on some Samus sprites for you.
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Thanks a lot Art_of_Camelot :D These are 24px height by 16 px width, 4lvl grayscaled ^^ If you want anything (about the game of course ^^) you can ask me !
Needed :
-running animation
-jumping animation (vertical jump and rotating jump)
-firing animation
-normal to morph animation and reverse
-breathing animation
-death animation
If you can t do these all or if you don t want to do them all can you advice me on the way to convert them properly ? ;)
Edit :
*rewriting the core
-drawing system operational
-collision system in stages of rewriting
-firing system make the game crash I must work on it I think ;)
-item and doors opening/collecting on way of testing !
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Hi there ! Here is the progress of my code rewriting :
- drawing and displaying system : finished
- physics : finished
- ennemies system : starting
- items : not started
- hatches : working on it
- menus : pics ready, i'll convert them to axe soon
- map : working on an editor ;)
To give you an idea of the work I done I found 17 errors of coding and 3 double uses of functions. And I totally corrected my physics system !
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So long of time between updates >:( but they're worth the wait :D
I'm still as excited about this as I was a few months ago before the first long update delay. It's progressively looking better and better, for example I think that HUD in that last screenshot looks beautifully done. Swell work, keep it up! :)
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So long of time between updates >:( but they're worth the wait :D
I'm still as excited about this as I was a few months ago before the first long update delay. It's progressively looking better and better, for example I think that HUD in that last screenshot looks beautifully done. Swell work, keep it up! :)
Indeed, this is an awesome project, I don't want it dead. Also, nice updates!
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Well, here's the result of my preliminary sprite work. I used the Super Metroid Samus as a base, and the sprite change a bit as a result of my re-working. Please let me know what you think. The old Samus is on the left and the new one is on the right.
*Edit* Re-working on the legs. They don't look quite right.
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progress! YAY
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Wow Oo !! Awesome work Art_of_Camelot ;) these sprites are beautiful ! Do you think you have enough time to make animations ? (Walking and jumping). If you can do these it will be awesome ^^
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Art Of Camelot, +1, awesome sprites :)
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Wow Oo !! Awesome work Art_of_Camelot ;) these sprites are beautiful ! Do you think you have enough time to make animations ? (Walking and jumping). If you can do these it will be awesome ^^
Yes, I will be working on the rest of the walk cycle and jumping. Glad you(and others that commented) like the preliminary I posted. Also, I've fixed the legs. ;) I'll post again when I have more to show.
@Ephan: The original on the left isn't mine. I'm unsure who did that one.
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The left one is mine ^^
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It could defiantly do with a falling sprite (with arms raised over the head)
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I am a little late, but this definitively needs comments, THIS IS THE BEST looking metroid clone I have seen (trust me I have looked and looked). Hope it will get finished.
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Glad this is still worked on Ti-DkS. :)
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Okay so I'm still working on the ennemies AI and I'm quite satisfied of what I've done, mainly for ennemies sticked on the wall, even if it's a simple code. Indeed this is mainly checking all possible cases when there is a direction change to do :) I've rewroten my samus animation system for the Art_of_Camelot sprites, and I've optimized a little my tilemapper. However I wanted to know if a fast 3 or 4lvl grayscaled 16*16 tilemapper is doable for my game, and if it is, where can I find a source or an example of it ?
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Any ideas ?
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Uhm..It's definitely possible. The only thing is that fast scrolling gray can look like crap (For examples of this, see screenshots of Project M and Ash:Phoenix) But the code would be something like
x^16->s
y^16->t
y/16-ytileoffset->u
x/16-xtileoffset+mappointer->v
for(a,0,6)
for(b,0,4)
if {u+b*mapwidth+v+a}->c
16x16sprite(a*16-s,b*16-t,c*64+spritedatapointer)
end
end
end
Whoops, is this project in axe? I don't remember..Well hopefully this will help you still; and note it can be optimized further still
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Thanks for your answer, but... the fact is I already uses that code ;D And I noticed that unfortunatly,with grayscaled graphics, fps are rapidly decreasing... I tried many way of optimise that code but it's always quite slow... Do you have any idea of the way I can optimise it ? Maybe an axiom can be used there to make it faster ? I've no idea of the way axioms are coded and work, but if it's much faster than the "basic" way to draw a map with, I can learn how to make it, or ask for it :)
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If you are still working on this, I think it might be best to not use grayscale for the time being. It's not very necessary and you could ask help if you need extra monochrome graphics. I hope you still plan to finish this at one point.
Also you should ask programming help in the Axe section, because many programmer never check the project topics.