Author Topic: Cage Match #2: Homescreen Game  (Read 14940 times)

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Offline guy6020665

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Re: Cage Match #2: Homescreen Game
« Reply #15 on: November 11, 2010, 09:04:32 pm »
/\builder was referring to the fact that most homescreen games of that sort use disp to quickly shift all the characters. however, that only works when the objects have to move towards the top of the lcd.

Wait what? Could you explain how collision works? It's not making sense in my mind.

Offline meishe91

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Re: Cage Match #2: Homescreen Game
« Reply #16 on: November 11, 2010, 09:11:52 pm »
He means, I think, that most games of that sort, on the homescreen, are handled using Disp so they are usually with the player at the top and the objects moving up. Instead you're guy is at the bottom with things moving down. I think that's what he meant.
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Offline guy6020665

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Re: Cage Match #2: Homescreen Game
« Reply #17 on: November 11, 2010, 09:32:04 pm »
Ok I got that now, but then it confuses me how collision detection works.

Offline meishe91

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Re: Cage Match #2: Homescreen Game
« Reply #18 on: November 11, 2010, 09:33:37 pm »
What do you mean?
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Offline guy6020665

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Re: Cage Match #2: Homescreen Game
« Reply #19 on: November 11, 2010, 09:35:46 pm »
How do they check whether they've hit something?

Offline shmibs

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Re: Cage Match #2: Homescreen Game
« Reply #20 on: November 11, 2010, 09:35:52 pm »
Quote from: guy
Wait what? Could you explain how collision works? It's not making sense in my mind.
you mean how one would handle collision data under such circumstances? it could be done with a 16*8 matrix(or list used as a matrix). one would simply need to rowswap all the data upwards and then update the bottom row every time disp is called.

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Re: Cage Match #2: Homescreen Game
« Reply #21 on: November 11, 2010, 09:39:24 pm »
In my tunnel game I used lists or a list for collision detection.
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Offline AngelFish

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Re: Cage Match #2: Homescreen Game
« Reply #22 on: November 11, 2010, 10:08:23 pm »
Quote from: guy
Wait what? Could you explain how collision works? It's not making sense in my mind.
you mean how one would handle collision data under such circumstances? it could be done with a 16*8 matrix(or list used as a matrix). one would simply need to rowswap all the data upwards and then update the bottom row every time disp is called.

You would only need to store the bottom two rows of the screen. In other words, a 16*2 matrix or two 16 element lists.
« Last Edit: November 11, 2010, 10:09:12 pm by Qwerty.55 »
∂²Ψ    -(2m(V(x)-E)Ψ
---  = -------------
∂x²        ℏ²Ψ

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Re: Cage Match #2: Homescreen Game
« Reply #23 on: November 11, 2010, 10:55:58 pm »
Wow, both games are impressive.  Great job.
Guy: I'm sure this would have been even better if you had more time, but the speed is awesome.  Great job!
Builderboy: Wow.  I can't wait to get this on my calc.  It's ridiculously addicting.  Nice job! ;D

VDodge is awesome ^^ I didn't notice at first, but the scrolling is in the *opposite* direction from every other game i've ever seen.  Very technically well built :)
Here are two tunnels that scroll in the "opposite" direction: http://ourl.ca/6773  Player's has up and down (awesome) and mine has speed. :D

Raylin, do I win the unofficial Inspiration award? :P http://ourl.ca/4491

Offline guy6020665

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Re: Cage Match #2: Homescreen Game
« Reply #24 on: November 12, 2010, 02:23:46 pm »
I played Lightbot, Builderboy I voted for you, that was amazing.

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Re: Cage Match #2: Homescreen Game
« Reply #25 on: November 13, 2010, 01:31:11 am »
I played both now. I liked how VDodge scrolled in the opposite direction. However my vote went for LightBot, despite being tricky to understand at first, because of its originality. Nice job for both entries!
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Offline Builderboy

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Re: Cage Match #2: Homescreen Game
« Reply #26 on: November 15, 2010, 02:13:57 pm »
So when are the results going to come in for this?

Offline guy6020665

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Re: Cage Match #2: Homescreen Game
« Reply #27 on: November 15, 2010, 07:12:44 pm »
Dang, just realized today that I don't need the If Statement anymore, its just there slowing the program down now X.X

Offline Builderboy

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Re: Cage Match #2: Homescreen Game
« Reply #28 on: November 15, 2010, 07:15:11 pm »
Aw, how much of a speed increase is it?  Well at least it was a learning experience ^^

Offline guy6020665

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Re: Cage Match #2: Homescreen Game
« Reply #29 on: November 15, 2010, 07:18:14 pm »
Not much but still an increase, also found another way to shift the list down one,
Code: [Select]
:augment({randInt(1,16)},L1->L1
dim(L1)-1->L1

instead of that For( loop that i had, another speed boost that I missed.