Omnimaga

Omnimaga => Our Projects => The Blue Platform => Topic started by: Eeems on June 19, 2009, 02:00:21 pm

Title: The Blue Platform: updates
Post by: Eeems on June 19, 2009, 02:00:21 pm

Status
magics 9/9
events
sword
AI collision detection
Character collisions detection
sprites possibility of more to be added
maps 3/9
maps converted 2/9
story
npc text
menus
group use
install file
multiple saves
done
partially done


Title: Re: updates
Post by: Eeems on June 24, 2009, 04:54:58 pm
ok, so school is over, I'm going to start working on this again tomorrow, so if you see me on irc or something, poke me and make sure I've done something :D
grr, which reminds me, the AI hit detection doesn't like me....and I structured it just like the character's one is, so it should work...:(
BTW, I've decided to lock this topic, since it is only going to be for my updates, if you have something to say, I guess, just talk in the screenshots/Platform Game Engine topics
Title: Re: updates
Post by: Eeems on June 25, 2009, 12:00:51 am
YAY! finished the AI collision detection
it works fine now. I'm going to work on the magics/events then I'll get to the maps
:D I'm getting there :)
Title: Re: updates
Post by: Eeems on June 28, 2009, 04:10:02 pm
I have finished 4 of the 9 magics, but I might go back and make them look better...
Title: Re: updates
Post by: Eeems on July 01, 2009, 05:28:43 pm
ok, I've jazzed up the animations and added a few more magics, expect a screenshot soon
Title: Re: updates
Post by: Eeems on July 06, 2009, 06:23:12 pm
small update, added a summoning animation to the magics
oh yeah, I also decided to get rid of the second start screen, so just the menu right now
Title: Re: updates
Post by: Eeems on July 06, 2009, 11:13:19 pm
EPIC UPDATE!!!!!!!
well kind of....
I added a scrolling effect to the game so that when you move off screen it will scroll to the new one (only works inside the room... wont work when you go to a new room...which kind of sucks)
Title: Re: updates
Post by: Eeems on July 07, 2009, 08:39:53 pm
another magic added, purple will increase your jump amount by one for one jump (and it's stackable!)
Title: Re: updates
Post by: Eeems on July 08, 2009, 05:10:10 pm
another magic added, one more to go....the one I just added, grey magic, will switch your position with the position of the enemy on the map, so long as you are on the same screen. this could be helpful to get into rooms that you can't get into otherwise...but this magic comes way later in the game, so you wont be able to use it much....

EDIT *whistles*


EDIT2:grr, way to leave a surprise for me DJ Omnimaga.....
oh yeah, {AP} or Simplethinker, could you make that work again, it isn't that bad
Title: Re: updates
Post by: Eeems on July 08, 2009, 05:52:25 pm
another quick update, I just finished the last magic, blue magic, and will be posting a screenshot soon
blue magic will take up all your mana, no mattter how much you have, as long as it is over 8, and it will kill the enemy in your room, no matter how much health they have
Title: Re: updates
Post by: Eeems on July 08, 2009, 09:39:58 pm
:P another update
ok, I finished the event handler, or at least until I add another tile to the tile set...now to make the text program, so that the npc's can talk
EDIT: after a little bit of thought I decided to use an old project of mine for this...it's a text wrap program
Title: Re: updates
Post by: Eeems on July 09, 2009, 01:07:01 pm
ok, another update, I finished the npc chat thing so yeah, the game is coming along nicely :)
pretty soon I'll be working on the maps and such
Title: Re: updates
Post by: Eeems on July 09, 2009, 04:51:47 pm
again, an update....I just finished making the in game menu look better, I'll show it to you guys in a screenshot soon, as well as teh npc chat

(could an admin fix the post higher up... link (http://ourl.ca/3463/64678))
Title: Re: updates
Post by: Eeems on July 09, 2009, 10:36:12 pm
I finished all parts of the game menu, so...yeah
you can now play around with the contrast, reset the screen, save your game, quit the game, return to the game and look at the current map....
eyecandy screenshot coming right up
meh, now to shift around the event detection in the code, and maybe work on the npc chat a little bit more then maybe start on the maps (which means some work on the map editor...)
Title: Re: updates
Post by: Eeems on July 10, 2009, 02:51:29 pm
ok, so I've run into some problems....
when I started to make the maps, I decided to test it, for some reason, my maps hadn't converted to a bin string correctly and my map switching fails....
so I'm going to have to play around with this for a while before I actually get into making the actual game...
:/
Title: Re: updates
Post by: Eeems on July 11, 2009, 08:40:32 pm
I'm still stalled on the map switching, in theory it should work, but it doesn't...
I'll keep playing around with it until I figure it out.
wish me luck
Title: Re: updates
Post by: {AP} on July 11, 2009, 09:01:15 pm
Hate those errors. (the ones you can't figure out WHY they don't work)
It's usually ALWAYS something simple and stupid that you hit yourself for later.

Hope you get it worked out, man. =P
Title: Re: updates
Post by: Eeems on July 11, 2009, 09:03:09 pm
thanks, yeah I have noticed that...
(BTW this is a locked topic for a reason, read the second post, but np)
Title: Re: updates
Post by: Eeems on July 12, 2009, 09:29:53 pm
well I figured out the problem...I had the wrong values and the wrong variables in my booleans...
{AP} was right, it was a stupid mistake, but I fixed it now :) I'll post a screeny of my failed maps with this at work to celebrate
w00t...
Title: Re: updates
Post by: Eeems on July 13, 2009, 02:24:02 pm
well I just made a mapmaker program for myself. I posted a screenshot of it, and if anybody wants to take a look at it's code (since it isn't the actual game, just a program that I made to aid in the making of the game) just post in the mapedit topic thing
Title: Re: updates
Post by: Eeems on July 16, 2009, 01:51:14 pm
ok, after a brief two day period of being banned from the computer I have almost finished the first platform :)
I also fixed some bugs in room switching and such so, screen shot to celebrate :)

-

ok another update, I added a boss to the game (screenshot soon). So basically to go to the next world there are two ways, one is to beat a boss, another is to go on a specific tile, I will only use the specific tile one in the first platform, and the bosses in the rest. The boss is a 16*16 sprite that moves 2 spaces at a time, so he is easier to hit, but he moves very fast.
I haven't finished with his masking yet, so he pretty much will overwrite whatever tiles he is on, and he only tests for one spot, but it works perfectly
Title: Re: updates
Post by: Eeems on July 17, 2009, 04:29:35 pm
I have made the boss better then a big enemy. Then boss now has a sword and can do a magic of sorts, I will upload a screenshot of it in action soon
Title: Re: updates
Post by: Eeems on July 18, 2009, 02:52:56 pm
ok, I fixed up all the magics that I had accidentally broken by making the boss, and I also started on making a cut scene thing. what it does is streams an appvar through line by line, and from what the vars are in the appvar it will update the screen.
I also made it possible for you to have a name in the game :P and you input your name on the graphscreen (I used a little program I had made in the past for this)
I also changed the options 'About' on the main menu to 'Setup' so you can play around with the contrast and set your name from there

-

I finished the first cut scene :P
it only weighs around 717 bytes, so it's not that bad. I'll post my streaming meathod that I based the cut scene thing on in a bit.
Title: Re: updates
Post by: Eeems on July 19, 2009, 06:02:09 pm
I added some new tiles and one of them was solid, so I added the detection to the game, but atm it is untested.
Title: Re: updates
Post by: Eeems on July 20, 2009, 09:02:52 pm
I have already started to work on the next level and I have finished the first map. I also made the mask for the boss, so now he works right on backgrounds.
Title: Re: updates
Post by: Eeems on July 21, 2009, 09:47:56 pm
I've been working on the maps and making the subroutines work better. I figured out a way to use an edited version of the macro system to cut around 300 bytes off my text input subroutine (it uses the graphscreen instead of teh homescreen) so instead of just over 700 bytes it is now just over 400 bytes.
I also added a few real(7,0)'s to the main code to try and keep the runindicator off. for some reason though, it doesn't like to stay off, so it will sometimes be off in one part of the code, and the next time you come back to it, it will be on again. oh well I got it to stay off around 70% of the time, so the gameplay looks more professional then before.
Title: Re: updates
Post by: Eeems on July 22, 2009, 04:40:23 pm
well I decided to add a little title screen thing to the start, DJ told me about it, it's an Omnimaga screen. The screen will only display if the right program is on your calc (thetaBANNER) and will archive it after it is used and unarchive it if it is archived at the start, but only if it is archived
Title: Re: updates
Post by: Eeems on July 22, 2009, 11:21:01 pm
ok, because I'm going on vacation on sunday, I am completely backing up my calc's RAM/ARCHIVE and then I will load my calc with games, at the end of my trip I will restore my calc to it's original state, so this means that progress on TBP will be on hold for now, I will continue with it after my vacation, so I don't think I will finish all the maps, so the game I hand in to the contest will be incomplete (mapwise). I think that I will get 2-3 worlds done in time (maybe 4?)
Title: Re: updates
Post by: Eeems on August 22, 2009, 01:59:07 pm
so atm I am restoring my calculator so I can finish working on this project, and I am releasing two games I made on the trip (just small arcade style games) so yeah...
I'll try to finish world two by monday so I can submit it to the contest
well I'm done 3 of the 6 maps I have to do to finish world 2, so I'll be done in time (unless the aliens get me 0.o)
Title: Re: updates
Post by: Eeems on August 22, 2009, 06:45:10 pm
well I finished world 2 and as soon as I have access to the main computer I will transfer it to the computer and test it on an emulator, then I will enter it into the contest :P
I have to say that I am pleased with the game as it is at the moment, I will possibly upload a screenshot of the boss battle at the end of world 2. Yes I am only entering a demo into the contest, but it shows all the things you can do in this game, except for all the magics, but there are a bunch of screenies of that, and I will supply a "hacked" saved game list for the judges. hmm, which reminds me that I have to make it harder to play around with the saved game...maybe a appvar save routine or something...
Title: Re: updates
Post by: Eeems on August 23, 2009, 05:50:58 pm
ok, I have made an appvar routine and I have sent a fixed version of my game to the contest judges
well I added a subroutine for my cool little window thing that resizes to the right size. it's a bit slower then manually, but it saves space so yeah...
I'm also going to try to revamp some other menu things
I've also added a second save file to it. I'll try to get some screenshot's soon
I just finished with some fixes on my second save file code, and I made it possible for you to skip the banner if you want while it is on calc, so save your ROM but it is also smart and it will archive the program if it is unarchived, but run it first so it doesn't have to waste time making a temp file, but if it is archived then it will make the temp file and run it
Title: Re: updates
Post by: Eeems on August 25, 2009, 12:31:25 pm
ok, I've done some more changes, now at the start it will unarchive all your subroutines, but only if they are archived, so I am using a piece of "smart" code again :P
and at the end it will archive all the subroutines, so you don't have to worry about having them fill up your RAM
hmm, I was just thinking about having it extract them from the groups then having it run them, then delete them...I could also do that for the levels too....more work to come :P
Title: Re: updates
Post by: Eeems on August 26, 2009, 12:17:56 am
ok, so I added in a ungroup thin too, so now it will ungroup all the subs at the start, make sure all the ones that are not unarchived are on the RAM. then at the end it lets you either delete all the subs or archive them...I still  have to make it do it for the subs that I use for this...
Title: Re: updates
Post by: Eeems on August 26, 2009, 12:54:26 pm
ok, I completed the ungrouping/archiving/deleting...and I also made an "install" file which I might not use...
what it does is it ungroups the main program only, so then that is all you have to run to start it...I might make it ask you if you want to run it too...
Title: Re: updates
Post by: DJ Omnimaga on August 26, 2009, 01:36:34 pm
you really need to post some of the updates in a non-read-only topic sometimes, else it's a bit harder to discuss the project when the are no new screenshots, plus it would increase the forums activity
Title: Re: updates
Post by: Eeems on August 26, 2009, 01:56:04 pm
yeah...maybe I'll just unlock this topic...
Title: Re: updates
Post by: Eeems on August 27, 2009, 12:41:33 pm
so I have made a program that will make the map pictures and I tested the map viewing thing, and it works!! no I have to just make a little addition, it will tell you where you are on the map :P
Title: Re: updates
Post by: Eeems on August 28, 2009, 12:45:04 pm
hmm, small bug fix, whenever you crossed the enemies path, no matter if it was dead or not, you would get damage if you occupied the same square as him, so yeah...problem...but I fixed it by adding another condition to the check :)
I also put in some fixes for the quitting routine...so now you know what is happening, instead of just sitting there wondering what is happening with a frozen screen
EDIT: Oh yeah..I also made my rough copy of the map for the red platform, so I might start on it soon
Title: Re: updates
Post by: DJ Omnimaga on August 28, 2009, 05:59:41 pm
GAH @ ghost enemies x.x

I had this bug in Zelda DLQ I think. Not sure if I fixed it, but sometimes you would grab something invisible with the hookshot x.x
Title: Re: updates
Post by: Eeems on August 28, 2009, 06:37:03 pm
lol, wow yeah...it really sucked because I was like hmmm, I was sure I had full health...why is it at 8? and then I figured it out by killing an enemy and going on the spot, then for some reason I was losing health...so yeah
Title: Re: updates
Post by: Eeems on August 29, 2009, 06:37:30 pm
ok, so I finished the second map of the 3rd platform...so yeah, it is slowly progressing :P
I'm going to add in the next item soon (lightning staff)
Title: Re: updates
Post by: DJ Omnimaga on August 29, 2009, 06:56:43 pm
cool keep up the good work :)
Title: Re: updates
Post by: Eeems on August 29, 2009, 08:00:17 pm
thanks, hmm I was thinking for the lightning staff, it will damage the enemy on the row you are on, and only there, how does that sound?
Title: Re: updates
Post by: DJ Omnimaga on August 29, 2009, 08:23:54 pm
that would be cool ^^
Title: Re: updates
Post by: Eeems on August 29, 2009, 08:41:29 pm
sweet, thanks, I'll make it
Title: Re: updates
Post by: JoeyBelgier on August 30, 2009, 04:27:02 pm
Good work Eeems ^^
I like the progres :D
Title: Re: updates
Post by: Eeems on August 31, 2009, 01:37:01 pm
thanks NecroF-_-ckk

Ok, I am officially switching versions of Celtic III from a modified version of 3.09q to 3.09s
which is giving me some collision detection problems....
EDIT: I just fixed those problems :P
Title: Re: updates
Post by: DJ Omnimaga on August 31, 2009, 03:50:49 pm
mhmm I think Iambian should try to not change the syntax for commands too much accross Celtic versions, because then older Celtic games will no longer work in it
Title: Re: updates
Post by: Eeems on August 31, 2009, 04:42:22 pm
well it wasn't snytax problems, it was a fix in a command I was using that did it..but now it's easier for me to do this (plus it got rid of a few bytes for me :P)
Title: Re: updates
Post by: DJ Omnimaga on August 31, 2009, 04:49:46 pm
aah ok, I see now
Title: Re: updates
Post by: Eeems on August 31, 2009, 05:57:15 pm
I'm going to be switching the credits, and HUD over to identity(10) (DRAWTEXT) so it will be a bit faster :P so yeah, w00t for me :P
screenshot when I finish
I'm working on trying to get it all work well...so far the credits are done, but the HUD is not quite yet...but I will get it done
Title: Re: updates
Post by: DJ Omnimaga on August 31, 2009, 09:37:13 pm
Cool, I am curious to see this function in action. Can't wait to see HUD too

EDIT: Lol you have 666 posts :P
Title: Re: updates
Post by: Eeems on August 31, 2009, 11:04:41 pm
ahhhh!!! not the dreaded 666!!! oh wait :P now it's 667
we are ok now :P
well I found the problem with my code in the HUD....for some reason it will not display the text while the x is 90+ while the text( command will not if it is 91+...so yeah...small fix and it works :P
Title: Re: updates
Post by: Eeems on September 02, 2009, 06:12:08 pm
well I just made the third cutscene :P
it was fun to make :P
Title: Re: updates
Post by: DJ Omnimaga on September 02, 2009, 07:35:35 pm
Screenie? Or too much spoiler? :P
Title: Re: updates
Post by: Eeems on September 02, 2009, 08:17:08 pm
yeah...sorry too much :P
but I will tell you that it has a cool contrast effect in it :P
Title: Re: updates
Post by: DJ Omnimaga on September 02, 2009, 09:18:51 pm
Nice, is it anything involving blue?
Title: Re: updates
Post by: Eeems on September 02, 2009, 09:28:21 pm
lol, no....but this does! EPIC DEMO!!! (http://www.ticalc.org/archives/files/fileinfo/407/40711.html)
Title: Re: updates
Post by: DJ Omnimaga on September 02, 2009, 09:35:27 pm
illegal URL (you need to not use quotes in urls tags)

But what I mean is that blue effect you get on 83+SE/84+ calcs when changing contrast back and forth from low to high value at rapid rate
Title: Re: updates
Post by: Eeems on September 02, 2009, 09:37:35 pm
no I made it have an rand(10 in there...but hmmm, I might do that... test first!
btw, fixed :P
EDIT: Well I tested it and that is amazing :P
I think I might use it :P
Title: Re: updates
Post by: simplethinker on September 03, 2009, 10:40:41 am
But what I mean is that blue effect you get on 83+SE/84+ calcs when changing contrast back and forth from low to high value at rapid rate
Doesn't that overload the LCD and break it?
Title: Re: updates
Post by: DJ Omnimaga on September 03, 2009, 11:12:25 am
No, not that blue effect. Test mode, which is even more blue, does, though. The contrast blue thing is less blue than test mode and you won't see the LCD pixels looking like they leak on others or stuff like that.
Title: Re: updates
Post by: Eeems on September 03, 2009, 05:17:41 pm
what DJ said :P
it just looks blue at a slight angle and under light :P
so yeah...but it's cool
EDIT: so yeah...on topic again...I just revamped the HUD so it's cool :P
and you can have more health :P
and I am in the process of implementing the lightning staff (all I need to do is add the sprite)
oh yeah...I also changed the magic menu so now it is cool :P
EDIT2:
oh yeah...I also added a flashing thing for where you are on the map...
Title: Re: updates
Post by: DJ Omnimaga on September 03, 2009, 10:30:40 pm
will there be energy power up or leveling up and the like?
Title: Re: updates
Post by: Eeems on September 04, 2009, 09:34:50 am
yes, every platform you can have 10 more hp/mana
so it's kind of like that...
oh yeah I just remembered, I got rid of the scrolling effect...
Title: Re: updates
Post by: DJ Omnimaga on September 04, 2009, 04:32:08 pm
well scrolling effect was a bit slow to be honest x.x, it was cool, but it didn,t even show up between every map so I guess it's better to have it everywhere or not at all
Title: Re: updates
Post by: Eeems on September 04, 2009, 06:14:05 pm
yeah that's what I was thinking :P
well I made some progress on the third platform...but I wont get much done this weekend...due to a church retreat I'm going on...so yeah
Title: Re: updates
Post by: Eeems on September 09, 2009, 06:23:50 pm
I have been doing some light work on the game, but I sped up the loading process, and then slowed it down a little bit... D:
I also made the loading screen look better, and I am planning to rewrite the engine (to make it faster) I have already come up with a few ways to speed it up...but I haven't acted upon them yet...but yeah
Title: Re: updates
Post by: Builderboy on September 09, 2009, 06:37:54 pm
yay! rewriting an engine can take a lot of time and high amount of motivation.  But we know you can do it! Sounds like you already have some ideas, so thats great!
Title: Re: updates
Post by: Eeems on September 09, 2009, 06:48:44 pm
yeah! I kind of took a page from your coding style :P
having more then one main loop, you just leave one if there is an event and such :P
so yeah...I'll have to write this down sometime so you can look at my idea, just after teh contest though
Title: Re: updates
Post by: Builderboy on September 09, 2009, 07:08:58 pm
:D
Yeah, rewriting engines is a pain, but its astonishing how much we learn...
Title: Re: updates
Post by: Eeems on September 09, 2009, 07:46:47 pm
yeah I know, like I noticed things I didn't notice before...like how I could speed it up by only testing the side you are moving too...
Title: Re: updates
Post by: DJ Omnimaga on September 10, 2009, 01:01:05 am
Keep up the good work!
Title: Re: updates
Post by: Eeems on September 10, 2009, 02:14:54 pm
well I'm almost done the new engine :P
I actually wrote it already!
it is about twice as fast, and it's doesn't get too slow with enemies :P
I am rewriting the events so that they are hard coded into the map...to speed it up, and I have to work out one or two bugs, as well as make ladders/water work
Title: Re: updates
Post by: DJ Omnimaga on September 10, 2009, 06:26:43 pm
nice to hear! I knew it could be faster too (judging by Metroid II speed, despite still being a bit slow at times). ^^
Title: Re: updates
Post by: Eeems on September 10, 2009, 06:29:57 pm
yeah...I found one problem with the speed, it's fast, but when you run it from prgmBLUE and not just run the engine itself alone, it slows down due to the less ram
also, I'm switching for my sisters old 84+ so yeah, I'll be able to test it in a faster calc w00t!
also I'm going to be able to play metroid :P while having enough room to develop :P
Title: Re: updates
Post by: simplethinker on September 11, 2009, 01:12:32 pm
yeah...I found one problem with the speed, it's fast, but when you run it from prgmBLUE and not just run the engine itself alone, it slows down due to the less ram
I ran into that problem with Chip's Challenge too.  Instead of having a program for the intro/non-engine stuff calling the engine program, I call that stuff from the engine (and have it return the necessary infomation like level selected to the engine program).  Doing that greatly increased the speed.
Title: Re: updates
Post by: Eeems on September 11, 2009, 03:52:45 pm
well I've been testing it on the 84+ and it runs really fast :P
not as fast as metroid, but just about as fast...I think I will copy the engine into the main program when I finish it once and for all, and it will speed it up a little bit...but for now I'll keep it as it is :P
yeah...so I've made some changes to fix room switching but that is all so far
oh yeah I also made the event's work...next is some small changes to magics, and I have to completely remake the maps....
Title: Re: updates
Post by: Builderboy on September 11, 2009, 05:50:49 pm
wow, sounds like you've really made good progress!  Yeah, it is nice to have everything in sub programs when working.  I think i have Serentiy in 24-25 subprograms right now :P Keep up the good work! :D
Title: Re: updates
Post by: DJ Omnimaga on September 11, 2009, 05:55:36 pm
True, and for pure BASIC users (altough this is not your case) it also saves a lot of RAM on repetitive code (or speed for those who were using internal subroutines with lbl/gotos)
Title: Re: updates
Post by: Eeems on September 11, 2009, 06:00:19 pm
Yeah I know :P
and yes I have made a lot of progress :P of course the progress I made makes more work for me...now I have to rewrite all the old maps.....which is a fail...and test all the events...:/
Title: Re: updates
Post by: Builderboy on September 11, 2009, 06:04:48 pm
:( that sucks.  But it is all in the name of progress!
Title: Re: updates
Post by: Eeems on September 11, 2009, 06:06:09 pm
lol yeah :P
hmmm I might start asking people to help me with map development...but first I'd have to make rules and stuff for it....
Title: Re: updates
Post by: Geekboy1011 on September 11, 2009, 06:56:25 pm
well if it just conversion and i have time ill help if you show /gif me how :)
Title: Re: updates
Post by: Eeems on September 11, 2009, 07:07:14 pm
no it's more of redesigning them...I have to add objects directly to teh maps, and I don't have an editor for my map storage style...so yeah....
Title: Re: updates
Post by: Geekboy1011 on September 11, 2009, 07:17:36 pm
ok then well if you do at one point need help or can explain how ill try if i get time
Title: Re: updates
Post by: DJ Omnimaga on September 11, 2009, 07:19:57 pm
{AP} was working on a map editor I think, but I think it only supported real(2 style tilemaps and I haven't heard about it much lately. Let's poke him to finish it! ^^ but yeah if your game uses matrices for tilemaps the map editor might come in handy as it was apparently faster and smaller than Draw N Map
Title: Re: updates
Post by: Eeems on September 11, 2009, 07:26:51 pm
no I'm using bin strings, so yeah...I'll have to convert my main editor (which converts it from a matrix to a binstring after I'm done) so that it can edit bin strings....
Title: Re: updates
Post by: DJ Omnimaga on September 12, 2009, 01:28:36 am
ooh ok x.x
Title: Re: updates
Post by: Eeems on September 12, 2009, 02:58:41 pm
ok, I've fixed the room switching and the magics, next I'm going to have to start converting maps...which will take a little while, so anybody interested in helping just pm me
Title: Re: updates
Post by: Eeems on September 14, 2009, 03:06:53 pm
so I've made a program that lets me make edits on my old maps so yeah :P
I'm already done the first world and working on the second...
now I have to finish reentering the engine, due to the fact that I just removed the events error....
Title: Re: updates
Post by: DJ Omnimaga on September 14, 2009, 04:20:11 pm
Are you still converting maps? Unfortunately, I doubt I'll be able to help on that project, though, too much happened and is happening
Title: Re: updates
Post by: jsj795 on September 14, 2009, 05:32:28 pm
no I'm using bin strings, so yeah...I'll have to convert my main editor (which converts it from a matrix to a binstring after I'm done) so that it can edit bin strings....

Question... What is bin strings?
Title: Re: updates
Post by: Eeems on September 14, 2009, 05:58:05 pm
it's kind of like compressed hex, instead of "00" you have "?" and so on...
so yeah, it's much smaller then matrixes....
and yes I'm still converting, but I don't have that much to go...though I'm going to finish and test my events before finishing (all I have left is around half of world 2 and what I've made of world 3)
and map convertion isn't that bad actually, all I have to do is change some tiles. what takes time is converting back and forth...which reminds me....the Celtic III matrix to string command doesn't work....
Title: Re: updates
Post by: Builderboy on September 14, 2009, 07:34:08 pm
Hmmm, since that is 256 different types of tokens, are they all 1 byte?  I guess they have to be, because some of the 1 byte characters cant be put into strings, like " and ->
Title: Re: updates
Post by: Eeems on September 14, 2009, 07:39:27 pm
well yes they are all one byte, and I cheat to get them into strings, I just read a line from an appvar to get them...so yeah, the string is stored in an appvar on a line, and then I read it using the lineread function, and then it's in a string! :P so no "string->Str1 for me, it's more of a det(5,"rowswap(ZE"+det(1,W),L3(1)+3L3(2)-3->Str1
:P
so yeah, that's about it
Title: Re: updates
Post by: Builderboy on September 14, 2009, 08:07:24 pm
mmmm, i see.  And i'm guessing you store to the appvar in the same manner :)  I'de imagine you would get some interesting results if you tried to view that string :D
Title: Re: updates
Post by: Eeems on September 14, 2009, 08:09:40 pm
lol, yeah
not really, it's works normal :P
but yeah...I'll have to do a writeup about it then....
Title: Re: updates
Post by: Eeems on September 15, 2009, 06:49:39 pm
I've gotten the events to work, and now I have to finish converting the maps...
so yeah....
Title: Re: updates
Post by: DJ Omnimaga on September 15, 2009, 07:15:24 pm
I hope you don't give up. keep up the good work, Eeems.
Title: Re: updates
Post by: Eeems on September 15, 2009, 07:21:48 pm
don't worry I intend on finishing this, but I do want some help....
Title: Re: updates
Post by: Eeems on September 16, 2009, 05:59:09 pm
ok, finished converting all the maps, and I'm almost done the third platform...so yeah....:D
getting closer and closer to a new demo :P

EDIT: oh yeah, I'm working on commenting my source code so I can get some help on making it better, but that may be a while
Title: Re: updates
Post by: DJ Omnimaga on September 19, 2009, 01:47:06 am
Glad to see this is still progressing
Title: Re: The Blue Platform: updates
Post by: Eeems on December 20, 2010, 09:20:12 pm
*bump*
Title: Re: The Blue Platform: updates
Post by: Eeems on December 22, 2010, 03:27:16 pm
Demo for you all to see the tilemapper :) Oh, and I'm using all the old tiles, well I might make a few tweaks later.
Title: Re: The Blue Platform: updates
Post by: DJ Omnimaga on December 22, 2010, 11:17:33 pm
Oh nice! Another program I'll have to try soon. :D
Title: Re: The Blue Platform: updates
Post by: Eeems on December 23, 2010, 01:23:22 am
How about trying this one instead!  :w00t:
Got the starts of character movement added, now for collision detection and then physics!
(http://img.removedfromgame.com/imgs/wabbitemu3.gif)
Title: Re: The Blue Platform: updates
Post by: Builderboy on December 23, 2010, 01:24:59 am
Sweet :D Good luck on implementing physics D: i hope its not to crazy in asm O.O
Title: Re: The Blue Platform: updates
Post by: Eeems on December 23, 2010, 01:28:35 am
Sweet :D Good luck on implementing physics D: i hope its not to crazy in asm O.O
thanks :P
well right now trying to figure out character animations might be a little hectic, but I'm not too worried yet
Title: Re: The Blue Platform: updates
Post by: DJ Omnimaga on December 23, 2010, 01:33:49 am
I like the map layout. I hope you don't have too much troubles with the collision detection. :) (Although I guess it might not be too hard since it's tile-based movement)
Title: Re: The Blue Platform: updates
Post by: Eeems on December 23, 2010, 01:35:04 am
well it might be a little harder due to the fact that it's smooth-scrolling, but I don't think it will be that difficult.
Title: Re: The Blue Platform: updates
Post by: DJ Omnimaga on December 23, 2010, 01:40:50 am
Oh, I thought it was tile scrolling, according to the screenshot? ??? (moving/scrolling by 8 pixel intervals)
Title: Re: The Blue Platform: updates
Post by: Eeems on December 23, 2010, 01:43:07 am
nope! :) smooth-scrolling, it only updates the screen every 4 loops though. It moves pixel by pixel, thus if you watch closely enough you see that he doesn't snap to the tiles
Title: Re: The Blue Platform: updates
Post by: DJ Omnimaga on December 23, 2010, 01:48:59 am
Oh right, I guess that can be a good way to keep collision detection accurate but still allow a fast speed.
Title: Re: The Blue Platform: updates
Post by: Eeems on December 23, 2010, 01:51:24 am
yep :)

EDIT: update :D now character animations are finished, feel free to download and test it out :)
(http://img.removedfromgame.com/imgs/wabbitemu.gif)
Title: Re: The Blue Platform: updates
Post by: DJ Omnimaga on December 23, 2010, 03:54:52 am
Nice, but the screenshot doesn't show any of them ???, just a static screenshot of the title screen. Is it intentional? ???
Title: Re: The Blue Platform: updates
Post by: shmibs on December 23, 2010, 06:43:08 am
this is looking positively delicious already. is this character sprite you?

oh, and if you need a screenie, here's one. eeems, you could edit this into your post later if you want :P
Title: Re: The Blue Platform: updates
Post by: DJ Omnimaga on December 23, 2010, 12:31:04 pm
Hmm it might be best if the char animation didn't move too fast, else we don't really see it much (it turns into grayscale instead)
Title: Re: The Blue Platform: updates
Post by: Eeems on December 23, 2010, 02:45:26 pm
oops x.x that shouldn't have happened x.x

Thanks shmibs :) and no it isn't me :P

DJ, hmm, it doesn't look as fast when I run it, maybe though, I can' slow it down easily.
Title: Re: The Blue Platform: updates
Post by: Eeems on December 23, 2010, 06:57:39 pm
(http://img.removedfromgame.com/imgs/wabbitemu4.gif)
YAY! now to make it work for all the other directions
Title: Re: The Blue Platform: updates
Post by: Munchor on December 23, 2010, 07:01:09 pm
(http://img.removedfromgame.com/imgs/wabbitemu4.gif)
YAY! now to make it work for all the other directions

Nice, I wonder what emu are you using?
Title: Re: The Blue Platform: updates
Post by: calcdude84se on December 23, 2010, 07:03:30 pm
By the file name I take it that he's using WabbitEmu:
[img]http://img.removedfromgame.com/imgs/wabbitemu4.gif[/img]
YAY! now to make it work for all the other directions
Title: Re: The Blue Platform: updates
Post by: Munchor on December 23, 2010, 07:04:32 pm
Then the background is white because it's coded to be white, got it
Title: Re: The Blue Platform: updates
Post by: Eeems on December 23, 2010, 07:05:10 pm
Yep wabbitemu, I'm recording using v1.5 since the most recent build crashes when I try to record a screenshot, but I do my debugging on the most recent one :)

EDIT: still a little bit buggy, but almost done :D next for jumping and falling :P
(http://img.removedfromgame.com/imgs/wabbitemu5.gif)
Title: Re: The Blue Platform: updates
Post by: Eeems on December 23, 2010, 09:43:44 pm
(http://img.removedfromgame.com/imgs/wabbitemu6.gif)
Ok, got rid of all the bugs :) now to add in gravity and jumping :)