Still not using the right colors for the backgrounds of your screenshotsWell there is still improvement since purple :P
:trollface:
Now make sure to add Reuben as character. :PLol, I'll make a tuto and you'll be able to make it if you want :P
Especially if you use Calcnet.Well I don't use CalcNet yet. One of the problems with it being that (if I am not wrong) it is DoorsCS dependent. And I was planning to compile as an app to save RAM (matref should work on a routine to replace the current scaled sprite routine that uses SMC), which is incompatible with the "compile as shell" option. So I'd need to get CalcNet routines in my program. Maybe someone who knows how to make Axioms could work with Kerm to package CalcNet into a standalone Axiom (of course credits will be given to everyone) ?
Thanks all ^^Good luck! Hopefully you can finish the engine and main stuff such as menus before you have to put the axe into the project so that hopefully people can make their own characters. Maybe this could be submitted to the OPRT thing to gather more interest. That said, there will definitively be a news about this if it gets further so it could result into more interest.Now make sure to add Reuben as character. :PLol, I'll make a tuto and you'll be able to make it if you want :P
I have some time now but when September comes, I am not sure I'll be able to do anything more so I plan on working on the engine (and I make Fox to test the engine) but I don't plan on making characters.
Good luck! Hopefully you can finish the engine and main stuff such as menus before you have to put the axe into the project so that hopefully people can make their own characters. Maybe this could be submitted to the OPRT thing to gather more interest. That said, there will definitively be a news about this if it gets further so it could result into more interest.Thanks :)
Suggestion for a (very simple) protocol to establish one calculator as a master and the other as a slave:I am still having problems.All further transmissions can then be guided by each calculator knowing its role in the transmission (sender or receiver).
- Wait for a pseudorandom amount of time (to mitigate the chance of both calculators entering the next steps within microseconds of each other).
- Read the link port.
- If in its default state (0b11), pull one line low and wait. This calculator will become the master (or the slave).
- If not in its default state, unless the other calculator is running some other code, this should mean the other calculator is waiting in the state above. Pull the other line low and wait for at least 100 microseconds to make sure the signal is received. This calculator will become the slave (or the master).
- Release the link lines.
Text(0,,"Waiting for other calc")
DispGraph
While 1
randplotdot1->P
Text(0,,P>Dec)
Send(P,°Delay)
While 1
If getKey(15):Goto RET:End
Receive()
EndIf +1
-1->Q
Send(P,°Delay)
EndIf P-Q
ClrDraw
Text(0,,"You are P",P++>Dec)
DispGraph
Pause 3600
Pause P*20+1
That works sometimes, but this is not the problematic part. !If |port
1->|port
While 1
If getKey(15):Goto RET:End
Receive()
EndIf +1
-1->{P xor 1+°PInput}
Pause 20
Send({P+°PInput},°Delay)
Else
Pause 20
Send({P+°PInput},°Delay)
While 1
If getKey(15):Goto RET:End
Receive()
EndIf +1
-1->{P xor 1+°PInput}
End
And this works sometimes too, which is annoying in the main loop. Try (with the attachement) to short hop (tap up and quickly release it) several times for example, you'll see that there will be a moment where the Fox on the other calc doesn't jump (and I don't even talk about the major slowdown).While 1
Text(0,,port>Dec)
EndIf getKey(54)
2->port
While 1
Text(0,,port>Dec)
EndIf getKey(15)
0->port
And it outputs "3" then "1", then quits and the calc works. Now replace the "2->port" with a "1->port", and the "0->port" with a "3->port". It outputs "3" then "2" then quits and the calc is slowed down. !If P-1
While 1
If getKey(15):Goto RET:End
Receive()
EndIf +1
-1->{P xor 1+°PInput}
Send({P+°PInput},65535)
Else
Send({P+°PInput},65535)
While 1
If getKey(15):Goto RET:End
Receive()
EndIf +1
-1->{P xor 1+°PInput}
End
!If P-1
°A-2->r1
For(3)
While 1
.If getKey(15):Goto RET:End
Receive()
EndIf +1
-1->{r1+2->r1}
End
(A and B) or (B and C) or (C and A)
->{P xor 1+°PInput}
For(3)
Send({P+°PInput},65535)
End
Else
For(3)
Send({P+°PInput},65535)
End
°A-2->r1
For(3)
While 1
.If getKey(15):Goto RET:End
Receive()
EndIf +1
-1->{r1+2->r1}
End
(A and B) or (B and C) or (C and A)
->{P xor 1+°PInput}
End
Still desyncs -.-So, if I understand it correctly, you send keypresses to the other calc and hope that the movements stay synced on both cacls, right?The problem is that "actions" are not in a finite number. I can put as much "actions" in Fox as I want (and in fact, an "action" is often divided in several ones). Which means that an error when transferring will stiil lead to a wrong action.
I think it would be better to send actions to the other calc when the player does them, together with the coordinates at which the actions were started. For example: jump: first send a byte that represents the jump action (for example $0C (just a random number)), and then the coordinates, for example (5,10). That way, if the calcs aren't fully synced, they should resync because it now knows the coordinates.
But I haven't tried something like this yet, so I don't know how well it would word, or how slow it would be.
Btw will there be single player support? In North America it's very rare to see more than 1 student in one single school who care about calc games, so by being multiplayer-only the game would basically be out of reach from most of North America, especially Canada. :PWell, same here in France, but I am probably not able to produce an interesting AI -.-
EDIT: It seems that this one doesn't work in WabbitEmu, no matter what I try. The previous version let me play in linked play pretty fine, but with this one, either it doesn't get past the You are P1 and P2 screens or it fails to detect the other calc. ???Wait, are you trying to play in linked play on Wabbitemu ? I didn't know that was possible.
Yeah WabbitEmu has linked play (which worked with the previous version of your game).Ok, well that's completely weird. The only things that were added are a Normal before the linking part and a Full after it ???
Yeah WabbitEmu has linked play (which worked with the previous version of your game).Seriously? That would've been nice to know for my Pong game... <_<
I was tired of working on engine changes that don't add any features so I started working on the titlescreen. Here's what I got.I like it! It's better than what I came up with.
U mad bro ? Yours is tons better (if we forget about the "for TI Calc" part :P ) O.OHaha ikr the "TI Calc" thing was really lame XD
Can I use it (and give you credits of course) ?Go ahead :) You don't even need me in the credits; it wasn't much work at all.
editI like this even better, that's perfect.
Here's what I get by editing yours a bit (yes, I really want those horizontal lines :P ). Thoughts ?
If you want some more options I'd be happy to work on a title screen mockup. :D I have an itching to sprite some characters too. ;DAre you implying that the titlescreen I made and the one ClrDraw made are ugly ? JK :P
Yup. My parents are so worried about a virus destroying their 6 year outdated computer that they installed a crapload of parental filters...So they destroyed their 6 year outdated computer themselves?
The progress is looking awesome so far :)Thanks ^^
Yup. My parents are so worried about a virus destroying their 6 year outdated computer that they installed a crapload of parental filters...
I'm not really using my 83+ recently, so I might give this a try. Where do I find dev axe versions?Here (http://www.omnimaga.org/the-axe-parser-project/bug-reports/msg389482/#msg389482)'s the post by Runer112 saying where to find them.
Awesome update. I'll have to give this a try as soon as I can get my hand on two working 15 MHz calcs :)You don't need two 15MHz calcs, there's a Local mode with two players on the same keyboard ;)
Also for a sub-forum you need to contact [email protected] I think. You could also cross-post your request to all admins via PM. I definitively think it deserves a sub-forum, but again I thought that Pokémon Topaz and IkarugaX did too when they were still in the works, yet they never got one, so it's pretty hard to get anything featured in their own sub-forums unless Deep Thought (who recently restructured the project boards) is around now <_<Well I don't know about deserving, but I don't think a subforum for Pokémon Topaz would have been useful since it only needs one topic. Smash on the contrary needs lots of topics (Axe HowTo for Characters, Axe HowTo for Maps, Asm HowTo for Characters, Asm HowTo for Maps, Dev topic (this one)) o.o
On a side note, if this comes out on Ticalc.org around October, this will be HUGE! O.O SSB3DS comes out in North America next month so this will definitively help sell your game on ticalc.org.
However you should try to make a modified title screen as backup that says Super Calc Bros Open instead in case Nintendo tries to put the axe in the game like they did with the Atari 2600 version of SMB last year.I think they only cared about that game because it was paid (or was it not ?) so it was in some way making money from Nintendo. Mine however is a free fan game that no one will buy and only advertises for their game, like Super Smash Flash 2.
Do I have to type the dev code in? :PInstead of clicking on the link, right click and use "Save the target as" or something ;)
Just that it's a ton of seemingly random numbers
On a side note, for maps, will static backgrounds (for example a bunch of clouds, not necessarily a full-screen picture) be supported? Also will some maps be tile-based?I don't think so, about backgrounds. It would be visually more attractive but I fear it would add a lot to the lag.
keep us updated about new developmentOk, UPDATE :P
Wow... what a project!Thanks :D
I've know that it's been said enough, but really, awesome job! I can't wait to see this go through and go above and beyond.
I'm not that experienced in programming, but even I know that this took a lot of work.
I especially like the ability to write characters in multiple languages.Well characters are "only" data so it's not language dependent ;)
I have no idea how you managed to fit it all in one app space (although I guess you don't have much of a choice when you're using Axe) O.OKeep in mind that character data is not part of the app :P
They are not the same, notice the [Asm]/[Axe] part ;)Oh wait I missed that, my bad. Perhaps make ASM all-caps so it's more noticeable :P
One explains how to do it using SPASM or similar, for those having a z80 dev environment, and the other one explains how to do it with Axe, for those without a z80 dev environment.
Well, do as you please but don't forget that motivation is what keeps me working on things, so if they can give me motivation (like if they start spriting characters or do something else that proves they are interested in my game), this game will have more chances to be "finished" ;)Which is why a ticalc.org demo with some characters might be a good idea, especially now that SSB3DS just came out and that school just started. Imagine how many downloads it will get and the potential for extra feedback it would generate, even with no ticalc news.
Which is why a ticalc.org demo with some characters might be a good idea, especially now that SSB3DS just came out and that school just started. Imagine how many downloads it will get and the potential for extra feedback it would generate, even with no ticalc news.Ok, well I need to finish Falco and Fox then :P
My only concern about custom characters is if this game ever becomes online via gCn or something, then people could just make super-high-mega-ultra-overpowered characters that are nearly invincible then win against anyone. Also, how would it work if someone tries to link play vs another player but the other player doesn't have all the maps and characters the opponent has? What about characters with duplicate file names (eg if someone has REUBEN.8xp on his calc for Reuben Quest character, but the other player has Reuben from Mystic Quest Legend and the other player link plays with Reuben). Wouldn't that mess the game up?Players could manually get together before GCN play some other way, headers could be used to mark a player file, and depending upon how the data is translated (data or keypresses), hacking may just fail or be unavoidable. As long as you can just switch opponents, it should be fine.
Obligatory question: Will you support GameCube controllers through the USB port? :DWell I know nothing about the USB port and I know even less about the GC Pad, so I guess no :(
(off topic)Yeah, that's zStart, as DJ_Oes said.
How did you change the font in the screenshot on the first post?
(on topic)That's something I'd like but for now a lot of features are missing so if I ever implement that, it's not in a near future ;)
Will SSBO ever support gCn? 'Cause that would be epic!
My only concern about custom characters is if this game ever becomes online via gCn or something, then people could just make super-high-mega-ultra-overpowered characters that are nearly invincible then win against anyone. Also, how would it work if someone tries to link play vs another player but the other player doesn't have all the maps and characters the opponent has? What about characters with duplicate file names (eg if someone has REUBEN.8xp on his calc for Reuben Quest character, but the other player has Reuben from Mystic Quest Legend and the other player link plays with Reuben). Wouldn't that mess the game up?Your first concern is not a concern thanks to the other ones :P
Sorry for the lack of answer, I was a bit sick and preferred not to spend too much time on forums.Yeah my concern was mainly when somebody just uses characters that are OP. But I guess the solution then would just be to disallow characters that are not present on both calcs with identical stats between the two copies.
I don't think I'll implement something that equalizes characters, it seems too much of a Brawl idea. The only good side I see in such a system is if someone with good intentions set all hitbox forces well proportionned between each other, but too high compared to other characters. In that case, maybe there should be a field that reduces hitbox forces if they were set too high by mistake. But I am pretty sure no one will do that on purpose since 1] it would kill all the fun and 2] other players could choose that character too and it would not be so OP against itself I guess.
And yeah, transferring files might be too annoying. Calculating the intersection between both lists is probably a better idea, even though it would still take some time to calculate and would still be some code to write (plus the fact as you mentionned earlier, someone could have a Reuben and someone else could have another Reuben without the algorithm making the difference).
Any further work on this?
If I remember, I think work was supposed to stop completely once school start, so I guess that progress will be minimal until Summer vacations or Christmas holidays.Well, it was not "supposed" to stop completely, as in I wasn't planned. But indeed, school started over, and in my school, there are a lot of school projects. I don't even mean that I always have a school project going on. I mean that I always have at least 3 school projects going on -.-
For the time being, the project is under our hands: We have to create characters.Well, not really either. Tutorials are not finished even though by reading them and reading Fox's source you could theoretically figure out everything you need. So yeah, you can start creating characters, but you might not manage to do everything. At least, spriting can be done.
But it would still not be a decent Smash game without some features such as dodging, teching, etc, which are missing features too.Please put in old-style directional air dodging. Once this gets released, I'm getting a TI-84+ and a GC-USB adapter and making this work. :)
Once this gets released, I'm getting a TI-84+ and a GC-USB adapter and making this work. :)
Please put in old-style directional air dodging.I was planning either to do this or to let the character making choose. With the "choose" option, you could even do something hybrid where dodging without any direction makes a Brawl-like dodge and dodging with a direction makes a Melee-like dodge :P
Once this gets released, I'm getting a TI-84+ and a GC-USB adapter and making this work. :)Well, there are already releases, even though not final releases ;)
This is kind of an update I guess, even with no release.
Moving platforms are starting to work it seems.
Just let me do an interesting map before releasing because this one is stupid :P
This is kind of an update I guess, even with no release.
Moving platforms are starting to work it seems.
(http://img.ourl.ca/SmashMoving.gif)
Just let me do an interesting map before releasing because this one is stupid :P
For 83+ stuff I think it depends of if each calc properly waits for each others when sending back and forth data for the game.They should wait properly since both calcs wait for the transfer to work before continuing the main loop. So if one calc is slower than the other, the fastest just waits longer but waits.
By the way, if a calculator is disconnected, does gameplay resume normally when you plug them again and is there a way to quit gameplay beforehand in case for example the cable stopped working for whatever reason?I have put a condition in that loop saying that you can quit during the waiting loop. I just don't know if it's still here because I remember removing it, putting it back, removing it again, etc so maybe it's commented out in the code that I compiled for the last release... or maybe it's not and it works, I don't know -.-
I don't mean to be a know-it-all, but Fox can't launch at 120%, let alone 60 :P120% yes, with a fully charged UpSmash. I think it even kills at 80% on FD (Obviously doesn't kill on Temple in the cave if the opponent techs on the ceiling). But yeah, that's what I meant with "calibrating". I need to get all constants right.
Or, to put it in less of a jerk-ish way, different characters have different launching abilities.Well what would be the point of having different characters if they were all the same ? -.-
For stats, may I recommend the Smash Wiki (http://www.ssbwiki.com/)?Wow, thanks :D
This is what brought me back to calc programming, and motivated me to flash my calcs and get them back into Dapianokid standard working order.Welcome back!
That's saying a lot.
Thank you.
This is what brought me back to calc programming, and motivated me to flash my calcs and get them back into Dapianokid standard working order.Lol, I wasn't expecting to be an inspiration for people :P
That's saying a lot.
Thank you.
You should rename this to "Super Axe Bros. Open"Why would I do this ? I don't know what you people use but to talk about a "Super Smash Bros." game, the word I use is "Smash" because it's short and more descriptive than "Super" or "Bros." so if I renamed my game by removing the "Smash" part, it would get annoying :P
You should rename this to "Super Axe Bros. Open"Why would I do this ? I don't know what you people use but to talk about a "Super Smash Bros." game, the word I use is "Smash" because it's short and more descriptive than "Super" or "Bros." so if I renamed my game by removing the "Smash" part, it would get annoying :P
I was joking, but I said Axe Bros. because it is programmed in Axe parser.Ok but "Super Axe Bros" is ugly :P
What does lib4byte do? 32bit variables?Basically yeah. You can add, substract and display 32bit numbers.
And it's looking awesome, as always ^.^Thanks ^^
I was joking, but I said Axe Bros. because it is programmed in Axe parser.Ok but "Super Axe Bros" is ugly :P
Yep, very ugly. Also, is there a new release for the fixed bug?Do you like the name I gave to the zip better ? Quite descriptive actually :P
Damn once this comes out I'll be forced to buy a silverlink to try this <_<Well, if you have a compatible calc, the USB cable can work too ;)
heh thing is my USB port is broken :\Damn once this comes out I'll be forced to buy a silverlink to try this <_<Well, if you have a compatible calc, the USB cable can work too ;)
Here's the release ^^
http://tiplanet.org/forum/download/file.php?id=1661 (http://tiplanet.org/forum/download/file.php?id=1661)
I actually had to change my multiplication routine to support signed numbers but it seems to work ok now.Yep, very ugly. Also, is there a new release for the fixed bug?Do you like the name I gave to the zip better ? Quite descriptive actually :PDamn once this comes out I'll be forced to buy a silverlink to try this <_<Well, if you have a compatible calc, the USB cable can work too ;)
Hi, I'm a total novice to the TI games scene. I saw this on Kotaku and REALLY want to download it but I'm having trouble. Is there any way you could make a tutorial for the influx of people like me who have no idea what they're doing? By the way I've got the program SMASH15 in my list of execs but it comes up with a syntax error when I try to run it. Thanks.I believe you have to go to the "Apps" menu (to the left of of the PRGM button).
I've got the TI-84 Plus C SE, any chance I'll be able to play this?Unfortunately, for people like me who have the color 84, you won't be able to play this.
Well it's not appearing in my apps just my prgm's.
I need to send all the 8xv files? Even AMEMKIT, deorg, and SCALESPR?You're right, you don't need to send those appvars. But it's less of a problem than big source programs ;)
Hi, I'm a total novice to the TI games scene. I saw this on Kotaku and REALLY want to download it but I'm having trouble. Is there any way you could make a tutorial for the influx of people like me who have no idea what they're doing? By the way I've got the program SMASH15 in my list of execs but it comes up with a syntax error when I try to run it. Thanks.I know it's a bit my fault for not updating the first post and things, but you didn't download the right version, yours dates from when I still compiled as a program. Here (http://tiplanet.org/forum/download/file.php?id=1661)'s the latest one. Send all appvars (except AMEMKIT, deorg and SCALESPR if you want to save space) in archive, send the ap and run the app. Programs are not needed.
However, when the screen is fully zoomed in, there would be noticeable lag.That's the problem: Smash & lag don't mix.
k so i have a ti 84+seC but the problem with that is that i cant get the game on this model, will u do something to fix this?
I'm so sorry to say this, but the language this is programmed in, Axe, is only available on GrayScale calcs at the present time.
Not to mention that the 84+ CSE runs at a snails pace compared to older models for more complex graphics. :/ A port of this to the 84+ CSE is really unlikely.
O.O TIME.... You Are FaMous. This thread is gonna explode with such a boom once people read that. O.OTo be honest I am unsure if the TIME website is that famous, because earlier this morning when I saw the topic linked there there wasn't even 20 guests online. The guests might be from somewhere else :P
TIME: https://time.com/3587265/now-you-can-play-super-smash-bros-on-a-graphing-calculator/
USA Today: http://www.usatoday.com/story/tech/gaming/2014/11/15/super-smash-bros-calculator/19087513/
I tried to download the game to my Ti-84 Plus but it did not work. It just said "ERR:syntax". I got the zip file and unzipped it. Then transferred the files to my calculator using It-Connect. The program for me is called fox. Hope someone can help. :/Fox is the source for Fox's appvar, don't run that. The thing you have to run is the app called Smash (called Smash-signed.8xk in the zip).
I actually wrote a readme this morning, but I am too lazy to update the zip just for that :P
So yeah, you'll have to wait for the next release (which should come quick if I manage to solve that one problem I am facing...).
"Clipping" rectangles. Axe's Rect clips, but when your rectangle is "far", its coordinates seem to loop and it's back on screen when it shouldn't. And so far, with all attempts I made, I either managed to never have rectangles that shouldn't be here but missing rectangles sometimes, or always have rectangles that should be here but supernumerary rectangles too -.-
"[Hayleia] and a few other programmers "Commented on the post about that; hopefully they notice.
Hayleia can multiply O.O
I think there is something wrong with the physics, when landing from a jump or something it seems like there is no friction.I don't see what you mean, I coded friction (especially on the ground, it is another story in the air) and experience it when playing ???
I don't see what you mean, I coded friction (especially on the ground, it is another story in the air) and experience it when playing ???
UPDATE(http://tiplanet.org/modules/archives/captures/1416599832Smash.gif)
- Now with the modified version of ClrDraw's titlescreen
- Possibility to go to previous submenu in menus ("big-buttoned" menus, not all menus)
- Facelifting for the character selection menu
- Now displays the "name" of the character when the map zooms out so that you always know where you are
- Rectangles are drawn more often. I still found one occurence of a missing rectangle but all other ones were gone so that's an improvement in my opinion. And if you want to know how much time I spent on this, check the source code out, I didn't remove all my attempts at correcting that problem (kept them in comments in case I break everything when trying something else)
Download http://ti-pla.net/a110486 (http://ti-pla.net/a110486)
edit notice the apparition of the new "SSBODATA" appvar. For now it only contains the titlescreen but it will probably contain more. You probably want to transfer it if you don't want to have some garbled mess displayed when launching the game.
EDIT: Even though the readme says it won't work, I must try to try it :POf course it works, and the readme doesn't say it doesn't work on a 83+. It says it doesn't work on a 83.
EDIT: It works!
Still didn't figure out how to play linked, but I will, and I'll get someone to play with me! :DYeah, I should have put that in the readme too. Let's call your two calculators "calc1" and "calc2".
Thanks everyone :)I thought 83 also meant 83+ :PEDIT: Even though the readme says it won't work, I must try to try it :POf course it works, and the readme doesn't say it doesn't work on a 83+. It says it doesn't work on a 83.
EDIT: It works!Still didn't figure out how to play linked, but I will, and I'll get someone to play with me! :DYeah, I should have put that in the readme too. Let's call your two calculators "calc1" and "calc2".
1) calc1 and calc2 start Smash
2) calc1 goes to Multi menu. Once again, calc2 must already have launched Smash or the game will quit for no reason
3) calc2 goes to Multi menu
4) if you see the character selection menu, you're all set and can start playing. Otherwise, both calcs have left the game and you start those instructions over.
I saw those calcs when I visited France in the Summer :PWell that's even worse for your case :P
I'm in the US so the different names haven't started to affect me too much yet
Can you make it so you do not have to control both players? Instead, have it so you will not have to be fighting a standing still character.You probably mean "implement an AI" ?
As for recovery, test to see if the CPU is under the lowest platform. If it isn't, do the things above. If it is, the AI could jump in the direction of the closest edge, then if it hasn't used it already or reached the platform, use the recovery move (Up Special).Yeah, I had already thought about this one, and it actually seems like Melee is doing exactly that.
This probably won't work smoothly, but you could have the AI check to see if there's a platform below it or if it is a certain distance away (being that you could move towards the platform instead of falling straight down).As you said, this is probably not going to work smoothly. I'd have to loop through all the objects in the map at every frame just for player movement. You'd say that I already do it to check collisions anyway, ok. But still, adding this to that loop won't make thigs smooth at all.
How about just making the AI system extensible? You give an arbitrary AI the stage & current game state and it gives you player inputs. That way anyone could try to build an AI and you could switch between them (even like training, where you have a stationary mode, walking mode, jumping, defense, attack...).Actually, it' probably going to be the contrary, even though in the end it will be the same.
I guess that you could have a variable or stat that holds lowest platform's y location in every stage, and have it check if the AI is above that location.Yeah, ok, I said I already thought about this one and that the problem was only coming from the other part -.-
Oh, and for actually staying on the platform, it's temporary boundaries (that is, until the player moves to another platform) will be in between the two edges, provided it has edges. If it doesn't, something else could be used, like the two x coordinates of the edges of the platforms (those two variables when you draw the platforms, that is)There are several problems I see here.
To be honest, i don't think a quick comparison of X/Y coordinates of all platforms will take that long.Yeah, all of those comparison can in fact be added in the loop that draws the map and checks collisions. Or could be added in a separate loop to have the "AI module" distinct from the rest.
I'm not sure how they are organized, but in the Boo stage i see what look like 7 platforms.There are 8 platforms in fact. The "biggest" platform is actually composed of two halves ;)
Divising an actual AI will be a lot more troublesome though. For now you could just have the "AI" face and randomly attack the player, even if they don't move, or limit them to the current platform they're on/jump towards the middle when falling and no platform is beneath them.Yeah, as I said, if I ever make an AI for this, it will be lame :P
Though personally i think especially with linkplay there's already enough, i'd like to see more characters and whatever work you still have planned for the engine get done :DWell Meta Knight is coming and I still have to work on Fox, Falco and features that prevent me from finishing them (like projectiles).
How about this: you make that part swappable, so you can select varied compiled Axe (ASM I guess) programs to act there. You then can have a P1, P2, Link, AI, etc. there, easily swappable.How about just making the AI system extensible? You give an arbitrary AI the stage & current game state and it gives you player inputs. That way anyone could try to build an AI and you could switch between them (even like training, where you have a stationary mode, walking mode, jumping, defense, attack...).Actually, it' probably going to be the contrary, even though in the end it will be the same.
There is a place where I call input routines, and I can change those input routines the way I want (that's actually already how I switch between "Multi" and "Solo", there's just a different initialization but the exact same main loop, calling the right routine to get input) so if you want to develop an AI, just replace LocalInput2 with whatever you want. When it's done, we'll put LocalInput2 back at its place and add a way to trigger your input method ;)
How about this: you make that part swappable, so you can select varied compiled Axe (ASM I guess) programs to act there. You then can have a P1, P2, Link, AI, etc. there, easily swappable.This is already planned and kind of prepared. If you look at the source code, you'll see variables that contains the adress of the initialization of input routines and a variable that contains the adress of the input routine itself. So I just have to change those routines with a menu to be able to change input methods.
Are you planning on random damage additions? (To give it percents that aren't a multiple of 15)Haha ! That's done too, it's just that when I was trying hitboxes, I was too lazy to put real numbers so I probably put 15 everywhere :P
Are you planning on random damage additions? (To give it percents that aren't a multiple of 15)Haha ! That's done too, it's just that when I was trying hitboxes, I was too lazy to put real numbers so I probably put 15 everywhere :P
I'd imagine it would be easy for people to cheat on SATs and other tests if they could send files wirelessly to eachother.Not really, they'd have to compile a program beforehand and they would still have the issue of the giant block filled with components sticking out of the top of it.
Hey, I understand that the game works for 84+, what about 84+C? I tried to download it and it said it wasn't compatible. If it's not available for 84+C, can you PLEASE make it compatible for it? I am highly interested and would love to play without having to buy a new TIThat would be extremely difficult seeing as the screen is much larger (and color) so redrawing the screen over and over again would take forever, also because of this being written in axe it would have to be re-written in asm (axe is not for the CSE). With no one having the amount of time necessary to do this I would not get my hopes up (because it's most likely not going to happen (and if it does its not going to be the same game)).
This is not be the right thread but are TI 84 + apps compatible with TI 84 + CSE? I really want this game:P
So have there been any custom characters in the work lately? (by you or others)Working ? No. Sprites ? Yes. I have been given a few Meta Knight sprites, enough to have a character appearing in game (even though not all sprites are done) and a Jigglypuff was started too.
edit Fixed that freezing bug, and got collisions working with clones. Only have to fix hitboxes and see if I didn't break multi.Falco Climbers!
(https://img.ourl.ca/Objects3.gif)
Any luck anyone on an opponent AI? I don't know one thing on coding, so I hope one of you guys are able to achieve it.An AI is not easy at all to do especially a smart one. So if I do an AI, it would be ridiculously easy to beat. So I agree with you, if anyone has experience with AI, they should try their hand at writing one for SSBO. If they need help, I can help them understand how the whole program works but I certainly can't write a smart AI.
[...]
Also, if anyone can, please work on an opponent AI.
Is there a way to have one person controlling one character on one calculator and one on the other and play each other in the same game?Yes. I should probably give more details about this in the readme and update the first post but that's already implemented.
Oh and also new characters. That would be so awesome!Just on the previous page, you can see a Meta Knight flying around (also mentionned on top of the current page).
I'm planning on making a character if I have time.Well for now, you can only sprite your character since tutorials are not done (and the engine is not done either and might be subject to changes). Be sure to have your sprites sized correctly compared to the already existing characters ;)
I think that jigglypuffs jump should be higher and I agree about it being a little less floaty.Yeah, I put some random constants as usual :P
But one thing has always bothered me slightly... the appearance of character sprites when scaled down. [...]Yeah, I know it's ugly.
Will the characters be included in the next release?Notice that the zip is no longer called "SuperStarFoxOpen" :P
That jigglypuff is looking quite nice. ^^ I still *really* need to try to find the time to work on some characters for you.Thanks ^^
Have you considered hard-coding the movement into the app, using variables in the appvar to control specific speeds and friction? (or is this even possible?)I don't think I understood what you are asking. Or maybe I am but what you ask is already done :P
Are you using compression on the character data?I don't. Because I use a lot of labels everywhere and it's easier in non-compressed data :P
I know that it wont help when it's running and in RAM, but I'm thinking about for space when it's not running.
Could you also put in a debug-like hitbox view option? Just black rectangles wherever hitboxes are?I probably could. I just need to code the "Options" menu.
Wow, that meta knight look sweeeeeeeeeeeeet. Now I'm even more sad that I can't send things to my calc.
I downloaded this a few days ago and it's amazing, but I had no idea that it's still an open project! However, I think I downloaded the latest version but Jigglypuff and Meta Knight seem unable to do anything except moving and jumping around, and Falco has no moves that do damage except his Dash Attack (Laser goes through everything inluding Shine). Is that how it's supposed to be or am I doing something wrong?
I downloaded this a few days ago and it's amazing, but I had no idea that it's still an open project! However, I think I downloaded the latest version but Jigglypuff and Meta Knight seem unable to do anything except moving and jumping around, and Falco has no moves that do damage except his Dash Attack (Laser goes through everything inluding Shine). Is that how it's supposed to be or am I doing something wrong?
The game isn't finished yet.
I downloaded this a few days ago and it's amazing, but I had no idea that it's still an open project! However, I think I downloaded the latest version but Jigglypuff and Meta Knight seem unable to do anything except moving and jumping around, and Falco has no moves that do damage except his Dash Attack (Laser goes through everything inluding Shine). Is that how it's supposed to be or am I doing something wrong?
The game isn't finished yet.
More so then a blunt answer. The game is current not being worked on due to the programmer being rather busy with life as well as some other things. Everything currently released is more of a tech demo then anything, A tech demo with a really solid engine behind it!. THat being said there are threads that talk about how to make characters and such if you would like to contribute. But as of now the content is sadly not finished.