Omnimaga

Calculator Community => Other Calc-Related Projects and Ideas => Topic started by: Liazon on April 14, 2006, 03:19:00 am

Title: N sprites
Post by: Liazon on April 14, 2006, 03:19:00 am
http://www.ebaumsworld.com/games/n-game.html can be played here.

http://kvince83.tengun.net/maxboard/viewtopic.php?t=1634&start=0 versions can be viewed here.

I just simply need 8x8 black and white versions of the Ninja for N-Game.

Thanks!
Title: N sprites
Post by: kalan_vod on April 19, 2006, 12:39:00 pm
Could you just expand on the 4x4 ones? It shouldn't be too hard. I hope you guys get this going/done soon! :Dbiggrin.gif
Title: N sprites
Post by: saubue on April 19, 2006, 12:44:00 pm
[removed]That was kinda rude, if he was asking for sprites that prbly because he wasnt able to draw them in the first place
Title: N sprites
Post by: Liazon on April 20, 2006, 02:30:00 am
It's ok xlibman, I've started making some.  I just needed to play the game a bit longer before I got the gist of what they looked like :Dbiggrin.gif:Dbiggrin.gif:Dbiggrin.gif
Title: N sprites
Post by: saubue on April 20, 2006, 03:17:00 am
QuoteBegin-saubue+Apr 20 2006, 01:44 AM-->
QUOTE (saubue @ Apr 20 2006, 01:44 AM)
[removed]That was kinda rude, if he was asking for sprites that prbly because he wasnt able to draw them in the first place  

 Sorry, this post wasn't meant to be demotivating at all... I just wanted him to try it out.
Title: N sprites
Post by: kalan_vod on April 20, 2006, 05:39:00 am
Cool, I hope to see your renditions of N-Game sprites soon!
Title: N sprites
Post by: Liazon on April 20, 2006, 10:13:00 am
FIRST ATTEMPT:  Running and sliding to halt

user posted image

Sorry it's so small!

edit: it only has 2 frames for running and one for sliding.  Is that enough?
Title: N sprites
Post by: kalan_vod on April 20, 2006, 10:57:00 am
Wow, that looks really good. I think it looks almost like a real person!
Title: N sprites
Post by: saubue on April 20, 2006, 12:03:00 pm
Congrats, Liazon! It looks very cool. Maybe you could add another sprite for walking? In which language are you going to write the game?
Title: N sprites
Post by: kalan_vod on April 20, 2006, 12:54:00 pm
He will be using asm, or C on the 68k line.
Title: N sprites
Post by: Liazon on April 20, 2006, 03:17:00 pm
Thanks, I guess I just needed to play the game a bit more.  Since I don't know 68k ASM (i assume it's the same as z80 ASM, just a lot of differences that might take awhile to learn), I'll probably write it in C for 89 series calcs.

http://www.freeworldgroup.com/games2/gameindex/ngame.htm

@saubue: as far as I can tell, there are no walking frames.  The stick figure just accelerates rather quickly until it reaches maximum speed.

Does it slow the program down at all to insert custom ASM code?
Title: N sprites
Post by: saubue on April 21, 2006, 08:28:00 am
No, 68k ASM is very different (and much easier) from z80 ASM (although I can't write code for it)
And inline Assembler (asm("...")) does not slow down the program. Do you want to mix ASM and C?
Title: N sprites
Post by: kalan_vod on April 21, 2006, 08:30:00 am
Why does it not slow down a game in 68k but using asm(prgmX) on a z80 slow it down?
Title: N sprites
Post by: saubue on April 21, 2006, 08:38:00 am
Hm, I think we aren't speaking of the same thing.
In C, you can use Assembler inside C code with asm(), while your code has to be a string, e.g. (random code)
c1-->
CODE
ec1void miscFunction(short arg1)
{
 
Title: N sprites
Post by: Liazon on April 21, 2006, 09:07:00 am
Can you create your own ASM functions and then add them on like the ExtGraph functions?

kalan: Basic is more like an interpretted languages, so trying to insert a native language within Basic code would require some kind of address change of some sort. iirc of course :Dbiggrin.gif
Title: N sprites
Post by: saubue on April 21, 2006, 09:23:00 am
Of course. The method I like the most is to add the Assembly Source File to the project and then proto-type the function in a header.
Title: N sprites
Post by: kalan_vod on April 21, 2006, 12:41:00 pm
Ok, well I didn't know if you meant you were making a basic 68k program and calling an asm program within the basic one.
Title: N sprites
Post by: DJ Omnimaga on April 21, 2006, 01:36:00 pm
wow nice sprite I cant wait to see what  you'll make it do! DONT KILL IT O_O
Title: N sprites
Post by: Liazon on April 21, 2006, 05:22:00 pm
Don't worry xlibman, I'll try me best to finish.
btw, I didn't kill r/p/s.  I just don't feel like searching for the bug rooted in the greyscale implementation after I've only finished about 6% of the game.  Now that I know how to define a C structure, I think I'll make a structure to organize different character types and make the tile stuff easier.  I'll have to fix the way I store data, but I'll eventually fix the greyscale sprites and finish the battle engine.

@saubue: thanks.  I hope C will be sufficient for a black and white game.
Title: N sprites
Post by: saubue on April 22, 2006, 02:36:00 am
QuoteBegin-Liazon+Apr 22 2006, 06:22 AM-->
QUOTE (Liazon @ Apr 22 2006, 06:22 AM)
@saubue: thanks.  I hope C will be sufficient for a black and white game.  

 sufficient? You can do almost anything with TIGCC. However, if you might need some help, feel free to ask :)smile.gif
Title: N sprites
Post by: kalan_vod on April 22, 2006, 03:33:00 am
Oh, so this will be a 68k project? :(sad.gif Oh well, at least we will have axchos/cdi or who ever is working on it, as they are making it for z80s :Dbiggrin.gif. Good luck with yours though.
Title: N sprites
Post by: Liazon on April 26, 2006, 02:21:00 pm
Sprites:
user posted image
user posted image
From the top left going clockwise:
   1. Standing still
2-3. Running
   4. Sliding to halt
   5. Jumping frame
6-7. Possible falling frames.  I like #7 (the one on the left) personally.
8-10 Possible wall sliding frames.  I personally like #10 (bottom left) the most.

I'll have to use the other comp to experiment with animation frames in imageready.  Just to see if I like the sprite sets.  Any suggestions for the game or the sprites is welcome!

I'll probably have more to add to the project description later.
Title: N sprites
Post by: kalan_vod on April 26, 2006, 02:31:00 pm
Haha, I still love that animation. I think you should make it into a bigger one, so you can have it as a avatar :Ptongue.gif. I hope to see more progress on this!
Title: N sprites
Post by: DJ Omnimaga on April 27, 2006, 01:20:00 am
wow those lil dude sprites look nice, best stickfigure animation I saw in a long while, and prbly the best 8x8 one
Title: N sprites
Post by: Spellshaper on April 27, 2006, 03:26:00 am
ngame is so fun and addicting :)smile.gif
Title: N sprites
Post by: kalan_vod on April 27, 2006, 04:01:00 am
Wow, you added more! The others look just a good, man you have some good sprite making skills! :D
Title: N sprites
Post by: Liazon on April 27, 2006, 09:48:00 am
Reserved for more details on progress.

Original Game: http://www.freeworldgroup.com/games2/gameindex/ngame.htm
So I'm basically trying to port that onto 89 calcs.  It will be black and white using 8x8 sprites and tiles.  I don't know how many enemies and tiles from the original game I will be able to include, but I'll try my best.  This and r/p/s are my first projects.

Unlike the original game, N-Game 68k is not played on one screen.  It will scroll and the maps will be larger than 12x20 tiles.  What I want to do is to create a pause option that will allow you to pause and scroll around the whole map.  
As for dealing with enemies, like the homing drones, the snipers, the missles, and the like, I will add a feature called the N Sense.  It'll be some for of indication that will tell you if you've been locked on by something, or if something is trying to target you.

I don't know how well I can recreate the physics in the original game.  It is really complex which is why I'm not sure if I can include tiles like the curved ones and the irregularly shaped ones.
Title: N sprites
Post by: Liazon on April 27, 2006, 09:58:00 am
For more info on the enemy types:
1.)  Play the game
2.) Click on help, and then enemies (right) and read about them.
Title: N sprites
Post by: kalan_vod on April 27, 2006, 10:14:00 am
I would vote for all, but I can'd XDsmiley.gif...Any would be great though.
Title: N sprites
Post by: Liazon on April 30, 2006, 08:57:00 am
user posted image

More sprites!!!!  I think I'm forgetting to do some.  If someone sees a sprite I'm missing, please tell me.  

I need some advice from the C masters.  Should I use rotation routines or should I just store all versions of the sprites?  Which way is faster?  I think I'd prefer the faster way, but I assume not using a rotation routine may make things difficult to organize.  I'll really have to think about it.

Caption:
ROW 1:
1. Standing/facing right
2+3.  Running right
4.  Sliding right
5.  Jumping right
6-7. Falling right
8.  Wall sliding (wall on right)
9-11.  Victory dance facing left

ROW 2:
1. Standing/facing left
2+3.  Running left
4.  Sliding left
5.  Jumping left
6-7. Falling left
8.  Wall sliding (wall on left)
9-11.  Victory dance facing right

ROW 3:
1. mine
2. floorchaser
3. gauss turret
4. gauss turret aimer
5. homing turret
6-8. homing missiles
9. thwump

ROW 4:
1-2. chaingun drone
3-6. laser drone
7-10. homing zap drone
11. zap drone

ROW 5:
1. gold
2-4. standard door
5-7. access door
8-10.  trap door
11.  one-way platform

ROW 6:
1.  bounce block
2-5. launch pad
6. access panel
7-8.  remote terminal
9-10.  Exit
Title: N sprites
Post by: kalan_vod on April 30, 2006, 09:49:00 am
Wow, and what are the sizes of those? I think they look great, and you just about covered everything.
Title: N sprites
Post by: Spellshaper on April 30, 2006, 10:07:00 am
this game pwns even though it's not even done W00T!!! :worship:

*drool* *Spellshaper
Title: N sprites
Post by: Liazon on April 30, 2006, 10:46:00 am
QuoteBegin-kalan_vod+Apr 30 2006, 03:49 PM-->
QUOTE (kalan_vod @ Apr 30 2006, 03:49 PM)
Wow, and what are the sizes of those? I think they look great, and you just about covered everything.

8x8

@SpellShaper:  Maybe I'll port to 83+ later when I'm done with everything else.  Of course, axcho on UTI could always use these sprites for his own ASM version.
Title: N sprites
Post by: tenniskid493 on April 30, 2006, 11:10:00 am
QuoteBegin-Spellshaper+Apr 30 2006, 09:07 PM-->
QUOTE (Spellshaper @ Apr 30 2006, 09:07 PM)
:worship:

We really need the worship smiley again, I'll see what I can do.

This game looks sweet!!! :)smile.gif
Title: N sprites
Post by: DJ Omnimaga on April 30, 2006, 02:09:00 pm
wow this look nice, I like the sprites a lot
Title: N sprites
Post by: crzyrbl on April 30, 2006, 04:43:00 pm
muy bien! me gusto mucho! why am i speaking spanish!
Title: N sprites
Post by: Spellshaper on April 30, 2006, 10:25:00 pm
QuoteBegin-Liazon+Apr 30 2006, 11:46 PM-->
QUOTE (Liazon @ Apr 30 2006, 11:46 PM)
@SpellShaper:  Maybe I'll port to 83+ later when I'm done with everything else.  Of course, axcho on UTI could always use these sprites for his own ASM version.  

 kewl :)smile.gif
Title: N sprites
Post by: Alex on May 01, 2006, 07:28:00 am
Hi Liazon! Your 89 project is very exciting and ambitious. I suggest you take a look at Jumpman for the Atari 800/C64 for a more simple model of the type of game you want to make. http://en.wikipedia.org/wiki/Jumpman

I voted no on the scrolling because for a game with such dynamic gameplay, the LCD would be too blury.

I wish you all the best in your TI-89 pursuits! :)smile.gif

- Alex
Title: N sprites
Post by: kalan_vod on May 01, 2006, 07:35:00 am
Yeah that looks pretty sweet, but too much like Donkey Kong :Ptongue.gif
Title: N sprites
Post by: Liazon on May 01, 2006, 08:04:00 am
Alex: thanks for the input.  Though I do feel that 12 tiles high and 20 tiles wide is kind of small for N-Game.  It would be kind of hard to die :D

I'll have to see though.  Lately I've just been brainstorming some math models for the movement, but it seems that every model has a considerable flaw.  I'll have to work at it a bit.
Title: N sprites
Post by: kalan_vod on May 01, 2006, 08:08:00 am
Have you talked with Weregoose about the math part? He is very helpful.
Title: N sprites
Post by: DJ Omnimaga on May 02, 2006, 02:00:00 am
I voted no scrolling


Nice game
Title: N sprites
Post by: kalan_vod on May 02, 2006, 05:06:00 am
I third the vote for no scrolling! :Ptongue.gif
Title: N sprites
Post by: saubue on May 02, 2006, 07:33:00 am
I voted yes - I think the game will be more exciting with scrolling. On a 68k with ExtGraph, it shouldn't be a problemm to get a conveniencing frame rate.
Title: N sprites
Post by: Liazon on May 02, 2006, 09:41:00 am
The main reason why I wanted scrolling is so that the levels could be bigger than one screen.  

To fix the blurriness problem brought up by Alex, Mathstuf recommended I use another buffer and then copy to the screen.  My only concerns are speed.  I've been planning to bloat the code a bit to push the speed just so that I can leave room to program the enemies exactly like in the original.  

So far, my plans for increasing speed include:
1.) Using low level key input (_rowread and _keytest)
2.) Not using rotation routines and storing a copy of all versions of the sprites.

I don't know what else I could do, but I'll have to think about it a bit.  I still find it a pitty I can't figure out a way to create curved tiles that would fit into my current math model (I like math :D ).

Since N-game 68k and r/p/s (just a code name, read project description), are my first calc projects ever, I'll probably be switich between the two a lot, and just incorporating everything I learn as I go.

Right now the main priority for N-Game is to set up a tiling system that works with the math model.  then again, I might be overthinking everything.  Bcherry seemed to have little problems creating the tile system in his metroid game.

edit:  Thank you very much for your opinions, especially from the expert C programmers like saubue and Alex.
Title: N sprites
Post by: saubue on May 02, 2006, 10:19:00 am
The only problem with _keytest is that it's not compatible with the recent PedroM version (0.81, I think). But I'm using in Lemmings 68k and Shadow Falls, too...

I think you can gain extra speed if you optimize the physics and the enemy behaviours as much as possible. You could also use a large map buffer for the map and modify ExtGraph's FastCopyScreen-routines to satisfy you needs (that's tricky, I've tried it once...).

Anyway, I'm really looking forward to play a first beta!
Title: N sprites
Post by: DJ Omnimaga on May 03, 2006, 01:40:00 am
Wasn't pedroM that kind of linux 3rd party OS for 68k calcs?
Title: N sprites
Post by: saubue on May 03, 2006, 02:15:00 am
Yes, it is (but it has nothing in common with Linux - it looks more like Unix).

http://www.ticalc.org/archives/files/fileinfo/319/31951.html
Title: N sprites
Post by: Liazon on May 05, 2006, 09:58:00 am
I have a yearning to go back to z80 again, only because there are always some things about ASM that I like better than C.  Only problem is that I can't assemble anything on my comp.  I still haven't figured out the problem since I got a new machine.  If anybody could help, then perhaps (given enough votes) I could slowly work on both.

I'm guessing, based on my busy schedule, this may not be completed until next year.  Sorry!  Right now its a combination of rl issues and time.  There's a lot going on and I don't know if I'll be able to stay in the community much longer.  If you guys hate me and don't want me right now, then I'll gladly take me leave.

edit: if I suddenly disappear from the community for more than a month, please inform MC, UTI, and Revsoft that I might have left for good.  Thank you!
Title: N sprites
Post by: Radical Pi on May 05, 2006, 10:31:00 am
I don't recall anyone hating you; you're a good addition to the community. I say, unless you are very good at multitasking, to focus on one language at a time. That is the reason I haven't released anything worthwhile yet, I try a different language every week. Last week was C, now it's Greek. (I don't understand how either.)
Title: N sprites
Post by: Spellshaper on May 05, 2006, 10:32:00 am
hm... I wouldn't want to press you, but a z80 version would of course be nice :)smile.gif

do whatever you think you could do best
Title: N sprites
Post by: saubue on May 05, 2006, 12:13:00 pm
I think my vote is influanced by my ownership of a V200 ;)wink.gif

Why don't you learn 68k Assembly? And the knowledge of C is very important if you want to code in the future, too. If you understand C, it's quite easy to migrate to C++, Java or PHP (as long as you are open for new stuff).
At least, that's my experience.
Title: N sprites
Post by: Alex on May 05, 2006, 12:36:00 pm
My 89T says "focus on the 68k version".

- Alex
Title: N sprites
Post by: Liazon on May 05, 2006, 01:10:00 pm
Actually, I can't seem to find anything on 68k ASM.  I know there must be books on it, but as to specifics to the TI hardware, there doesn't seem to be much.

atm though, I think I'm more worried about being able to stay active in the TI community.
Title: N sprites
Post by: tifreak on May 05, 2006, 01:19:00 pm
http://tifreakware.calcgames.org/asmresc.htm

^^ Try that, I believe I linked to an 68k asm page... :)smile.gif
Title: N sprites
Post by: spengo on May 05, 2006, 01:47:00 pm
68k man, it's much awesomer. I don't think the z80 calcs could handle n-game what with all the crazy physics and stuff.
Title: N sprites
Post by: katmaster on May 13, 2006, 10:37:00 am
Psshhh 83+s can handle anything!!! But do what you thing is best for you :)smile.gif
Title: N sprites
Post by: DJ Omnimaga on May 14, 2006, 03:50:00 am
I hope you dont leave liazon, dont be so hard on yourself, I'm sure you can do it, it look nice so far, lot of people will be willing to help :)smile.gif
Title: N sprites
Post by: kalan_vod on May 14, 2006, 11:52:00 am
He has been active on MC/UTI, but I think he can do this project and I hope he tries!11! :Ptongue.gif
Title: N sprites
Post by: Liazon on May 15, 2006, 10:26:00 am
Progress will definitely continue during the summer, though I'm still not sure z80 or 68k.  I guess I should compromise and learn 68k ASM :D
Title: N sprites
Post by: kalan_vod on May 15, 2006, 01:42:00 pm
I would love it in z80, but you only have a 68k calc right?
Title: N sprites
Post by: Liazon on May 15, 2006, 02:36:00 pm
I could always borrow a friend's calc, but ya, the main reason why I don't do z80 is because I can't seem to get anything to compile these days.

also, I feel really overwhelmed because this is my first real project.  I don't really know where to start coding.  Thoughts brew in my head, such as, should I start with the tilemapper? should I make external level support available? should I work on the physics/character movement/key input engine first? when should I start puting enemies in the picture.  I have no idea.  

Right now, it boils down to: should I start with movement first, or tilemap reading and writing?
Title: N sprites
Post by: tenniskid493 on May 15, 2006, 03:05:00 pm
I know exactly how you feel.  I bit way more off than I could chew when I started this forum RPG.  I had to learn 3 new languages just to be able to make it :)smile.gif  but I just keep going with it, no matter how little progress I see or how undetermined I get.  Let me tell you, support forums like this can be your best friend.  Just post a question and all the more experienced people here will help out.
Title: N sprites
Post by: Liazon on May 23, 2006, 12:14:00 pm
Notes: (just writing down ideas so I don't forget XDsmiley.gif )

lots of math to look at.  I have to decide between two tiling methods.  

so far, I've got a player structure that has an x position and a y position.  there's key counter too for each key.  The hard part is to decide how to write a scheme for position change.  I can't have the character change more than 2-3 pixels in position or the character might possible pass through enemies during the enemy collision.

I was thinking that the key counter has a set limit so you can't hold the jump key and go up forever constantly accelerating/decelerating. and you can't run and get faster and faster.  I think a seperate variable for additional vector effect is needed to allow for jump pads.

Things that affect position:
1.) key press
2.) tile vector structure
3.) jump pads

I think that's it.

Jump pads is it's own curved equation in itself.  So is key press.  I don't want to add many calculations by adding together 2 different log/exp/quadratic equations.  That's why I originally wanted to position change variables for both x and y.  The first position change would affect the second, and the second put into an equation and modified by tile vectors would result in the final position change of 1-2 pixels per loop.  I'm guessing that the speed of the 68k will make periods of not moving and moving seem like the sprite is slowing down.
So moving 1 pixel every game loop is maximum speed.  Idk how double buffering will affect the speed and the blurriness of the game.

Oh ya, i forgot, to make everything work correctly, I'll have to make all the maps the same size.  IIRC, the screen coordinates and map coordinates of tilemap engine and the screen itself are 0,0 at the top left, whereas most of my math right now is done with 0,0 at the bottom left.  I'll have to change stuff to make it work.

As for tiles, tiles have an associated tile vector structure.  As long as the sprite is "on" that tile, the tile vector will change the position change.  So  a slope of 45 degrees might have a -1/-1, which will reduce the + whatever that the run key gives.  The vertical and horizontal tiles will have INSANELY high vector changes, making it possible to run up a vertical wall if you're fast enough.  (idk if i like this though)

Calculation Processes:
1.) key input calculation
2.) tile vector calculation
3.) jump pad calculaton
4.) INSANE DEATH velocity detection.
I hope the complexity of my design doesn't slow the game down.  there's just so many variables in the problem I've kinda lost where to start and not screw up so badly i'm totally discouraged.  Maybe it's about time to work on r/p/s again. :(sad.gif

btw, what does this mean?
c1-->
CODE
ec1
DelVar XRepeat 0
A->B:getKey->A
If Ans:Then
(X+1)(Ans=B->X
Output(1,1,Ans
Else:ClrHome
End:rand(1:End
c2
ec2
Title: N sprites
Post by: Ranman on May 24, 2006, 11:02:00 am
I vote for no scrolling too... Alex is right. No matter how many screen buffers you have, a complete LCD refresh cycle is not good enough. If scrolling is too fast, then the screen will be burry.

I finally looked at the N-Game on the internet. Wow!! O_O What a cool game! Great idea for a port!

Let me know if you ever get stuck or need an idea.

Title: N sprites
Post by: Spellshaper on May 24, 2006, 11:04:00 am
QuoteBegin-Ranman+May 25 2006, 12:02 AM-->
QUOTE (Ranman @ May 25 2006, 12:02 AM)
I finally looked at the N-Game on the internet. Wow!! O_O What a cool game! Great idea for a port!

Yeah ^^
I'm still trying to beat all the episodes :ninja:ninja.gif

same:

In that case, maybe I'll use the 4x4 sprites that CDI made on MC.  I just don't like that too much because of the tile mapping.
Title: N sprites
Post by: Liazon on May 24, 2006, 02:31:00 pm
QuoteBegin-Spellshaper+May 24 2006, 05:04 PM-->
QUOTE (Spellshaper @ May 24 2006, 05:04 PM)
QuoteBegin-Ranman+May 25 2006, 12:02 AM-->
QUOTE (Ranman @ May 25 2006, 12:02 AM)
I finally looked at the N-Game on the internet. Wow!! O_O What a cool game! Great idea for a port!

Yeah ^^
I'm still trying to beat all the episodes :ninja:ninja.gif

Same here

Ranman: in that case I'll just use teh 4x4 sprites that CDI originally drew.  I just don't like them as much.  And the tilemapping.

OR

should I just break up maps into screen sized pieces and then just display the correct piece that the Ninja is in?

really, the only bad thing about moving is that it affects precision movement and avoiding enemies by close margins.  The bluriness would probably make it impossible to tell exactly how much room you have for error.
Title: N sprites
Post by: DJ Omnimaga on May 24, 2006, 02:35:00 pm
I tried the flash version and its wicked amazing I cant wait to see this come out for 89
Title: N sprites
Post by: Liazon on May 31, 2006, 09:47:00 am
Perhaps I was over ambitious.  I mean, I've never really programed anything in my life.  How did I expect myself to pull a fully working game out of thin air if I couldn't even get the basics right?  Things have just been really frustrating.  Maybe I should pack and up and really give a truthful assessment of my real abilities.  It is possible that perhaps I don't have any and I really am not a programmer at all.  I'm just a guy likes to read tutorials about programming but never gets a change to write some code.

I'm sorry I've failed you guys.  Its a feeling that has persisted for awhile now, ever since I became staff.  I won't abandon the project, but it might have to be pushed back.  Looking at things now, I might have to revive DEM or r/p/s instead and work on something easier like those projects.  I have to admit, I'm really struggling to find a place in the ti community.

edit: oh ya, SilverCalcKnight on UTI plans to work on his own 89 basic version.
Title: N sprites
Post by: Alex on May 31, 2006, 12:36:00 pm
Liazon, don't give up. My advice is that you make a couple of mini-games first, to get your feet wet with TIGCC. Ask us questions (also try the TIGCC board, http://tigcc.ticalc.org) and we will do our best to help you.

N-Game is a very ambitious and complex game to code. Keep in mind that the 'original' was "coded" in Flash, which has some very straight-forward routines for terrain detection, collision, etc. - coding it in C, where you have to do everything yourself is of course a very grueling task.

- Alex
Title: N sprites
Post by: Radical Pi on May 31, 2006, 01:06:00 pm
I say don't give up. Your story is progressing like mine so far, except I'm not telling anyone I can't handle my projects. I was going to post something in the WoM forum about some 'halted progress' but once again you beat me to it.
There's nothing wrong with constantly looking back over tutorials, or even just writing ones for the practice. Not writing any code might be a problem eventually...
Title: N sprites
Post by: DJ Omnimaga on May 31, 2006, 01:14:00 pm
I see low self esteem in there. Liazon dont give up always feel free to ask help if you need it even if you don't want to.  
Title: N sprites
Post by: shadow on May 31, 2006, 01:50:00 pm
umm is just me or do a lot of poeple on this site seem depressed/have low self esteem....


(XDsmiley.gif 100th post!!! XDsmiley.gif WOOT)  
Title: N sprites
Post by: DJ Omnimaga on May 31, 2006, 02:30:00 pm
QuoteBegin-shadow+May 31 2006, 08:50 PM-->
QUOTE (shadow @ May 31 2006, 08:50 PM)
umm is just me or do a lot of poeple on this site seem depressed/have low self esteem....

yeah unfortunately there is a lot of ppl (staff mostly) who arent feeling very well/are depressed on omnimaga :(sad.gif , and this includes me as well. They are also some of the nicest ppl I've met online tho and I'm glad ppl can provide help to each others here or stuff like this. Life is generally unfair to those who deserve it the most

QuoteBegin
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QUOTE

(XDsmiley.gif 100th post!!! XDsmiley.gif WOOT)
This morning I reached 1000
Title: N sprites
Post by: spengo on May 31, 2006, 02:49:00 pm
I'm not depressed. How can you be depressed if you are making an awesome game like n-game. Think about all the uber stuff about yourself and quit being depressed. This game will pwn when it's finished!
Title: N sprites
Post by: Radical Pi on June 01, 2006, 10:34:00 am
I have a theory that depressed kids are more likely to program calcs than normal ones; I mean, what kind of normal person does that!? :Ptongue.gif

Seriously though Liazon, what you probably need is practice. I've given in to it, and this small basic program made me feel special: c1-->
CODE
ec1Disp "UNKNOWN=0
Prompt A,B,C
sqrt(abs(C^2-A^2-B^2c2
ec2
On the 83+ series it returns any missing part of a pythagorean triangle. Such a simple program, it is beautiful to me.

This might be what you should be doing in Asm practice. Take the complicated ideas and simplify them like this.
Title: N sprites
Post by: Liazon on June 04, 2006, 05:55:00 am
I've been able to solve everyone else's problems lately, but I can't seem to be able to solve me own.  I'm sorry you guys.
Title: N sprites
Post by: Alex on June 04, 2006, 08:45:00 am
Sorry for what, man? You don't owe us anything, noone owes anyone anything around here, what we do we do for fun, not for obligation. Take your time with this project, and if it's no fun, drop it. It's all about enjoying working on it.

- Alex
Title: N sprites
Post by: threefingeredguy on June 04, 2006, 01:29:00 pm
At some point in my life, I had never programmed anything before either. I started learning ASM over Christmas break one year, and it was 8 months before I made a program that had basic tilemapper elements like tiles, collision, and scrolling. Don't give up on this! This is a very good project. If you feel it is too ambitious, put it on hold and make something simpler for practice. However, you should never quit calcs. I remember when I first explained to you how the sprite methods worked in z80. You picked up on it way faster than I did. You have the right mind, and it's not like you aren't trying hard enough. You should keep going and I know the product will be great!