Author Topic: The Blue Platform  (Read 45730 times)

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Offline Eeems

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Re: Platform Game Engine
« Reply #30 on: May 18, 2009, 01:30:54 pm »
I know, but I wasn't really planning to make a game in the first place.

Ok, major update, I've decided to completely rework the engine because of how hard it is for me to tweek it. this is how I'm going to structure it
Code: [Select]
Load map
Get Lists
Display HUD
Display Map
While health and character is not off limits
getkey
Update Tile
Physics
Display character
If Key then
sword
Jump
magic
End
Jump action
If enemy then
enemy movement
End
Tile tests
End

By the way, this is a dual-layer platformer I'm guessing? And are those screenshots with 6 MHz?
Yes it is, and yes they are at 6MHz, which is why they are slow compared to Trev's
« Last Edit: May 18, 2009, 01:46:11 pm by Eeems »
/e

Offline Eeems

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Re: Platform Game Engine
« Reply #31 on: May 19, 2009, 11:35:09 am »
ok, I have almost finished coding the new engine, it runs a bit faster then the other one, but it feels a bit less responsive...the new one is more versatile. it also handles moving off the edge of the map better, and the physics engine is much smaller, and better.
/e

Offline DJ Omnimaga

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Re: Platform Game Engine
« Reply #32 on: May 19, 2009, 04:04:13 pm »
by responsive do you mean key detection? I know I often had issues with that in my games when there were animated goodies or stuff moving around. The way to fix this with nothing moving around real time is to have your walking loop like:

Code: [Select]
While CONDITION
CODE
Repeat Getkey
End
Ans->VAR
MOAR CODE
End

Instead of

Code: [Select]
While CONDITION
CODE
Getkey->VAR
MOAR CODE
End

Usually this helps a lot when you haven't pressed a key in a while. However, this cause all movement on the screen to halt until you press a key


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Offline noahbaby94

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Re: Platform Game Engine
« Reply #33 on: May 19, 2009, 04:12:36 pm »
Code: [Select]
While CONDITION
CODE
Repeat Getkey
End
Ans->VAR
MOAR CODE
End
This code is actually incorrect the Ans does not store to VAR.
That's what she said!!!

Offline simplethinker

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Re: Platform Game Engine
« Reply #34 on: May 19, 2009, 04:30:27 pm »
This code is actually incorrect the Ans does not store to VAR.

This should work:
Code: [Select]
:While CONDITION
:CODE
:Repeat Ans
:getKey
:End
:Ans→VAR
:MORE CODE
:End

What I do for Chip's Challenge is along the lines of
Code: [Select]
:While STUFF
:getKey→K
:If K
:prgmMOVE
:(some stuff that has to be executed every time)
:End

prgmMOVE contains all the code for if the player moved, so if they didn't move the (useless) code isn't executed.  There's stuff besides a key press that triggers movement (or at least the need to run the movement code), but that's the gist of it.
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Offline DJ Omnimaga

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Re: Platform Game Engine
« Reply #35 on: May 19, 2009, 04:50:49 pm »
Uhm Noah, by var I meant any real var. I wrote VAR because the user could decide to use whatever var from A to Z, and yes you can store Ans to real vars, I tried and it works.
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Offline simplethinker

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Re: Platform Game Engine
« Reply #36 on: May 19, 2009, 04:52:49 pm »
Uhm Noah, by var I meant any real var. I wrote VAR because the user could decide to use whatever var from A to Z, and yes you can store Ans to real vars, I tried and it works.
I believe he meant that with "Repeat getKey:End", the getKey does not store to Ans, so you have no way to retrieve the input if a key was pressed.
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Offline DJ Omnimaga

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Re: Platform Game Engine
« Reply #37 on: May 19, 2009, 04:56:22 pm »
Oh ok I see now, I forgot about that when writing down the code x.x, so I guess Repeat Ans:Getkey:End:Ans->VAR or simply Repeat VAR:Getkey->VAR:End (altough idk if it's a lil slower) would be the best way to go then
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Offline trevmeister66

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Re: Platform Game Engine
« Reply #38 on: May 19, 2009, 05:34:10 pm »
This should work:
Code: [Select]
:While CONDITION
:CODE
:Repeat Ans
:getKey
:End
:Ans→VAR
:MORE CODE
:End

What I do for Chip's Challenge is along the lines of
Code: [Select]
:While STUFF
:getKey→K
:If K
:prgmMOVE
:(some stuff that has to be executed every time)
:End

prgmMOVE contains all the code for if the player moved, so if they didn't move the (useless) code isn't executed.  There's stuff besides a key press that triggers movement (or at least the need to run the movement code), but that's the gist of it.

It would actually be faster to do:
Code: [Select]
:While STUFF
:getKey→K
:If K
:Then
:prgmMOVE
:End
:(some stuff that has to be executed every time)
:End


When using If statements with only 1 line afterwards, it's faster to execute that line WITHOUT the Then:End, but when skipping that line (in cases where key presses aren't pushed often), it's faster to have Then:End because instead of reading what's inside, it skips. Not sure if what I said just made sense, but to sum it up, it's faster to skip code using Then:End, and it's faster to execute the code just using If by itself.
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Offline simplethinker

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Re: Platform Game Engine
« Reply #39 on: May 19, 2009, 05:37:42 pm »
When using If statements with only 1 line afterwards, it's faster to execute that line WITHOUT the Then:End, but when skipping that line (in cases where key presses aren't pushed often), it's faster to have Then:End because instead of reading what's inside, it skips. Not sure if what I said just made sense, but to sum it up, it's faster to skip code using Then:End, and it's faster to execute the code just using If by itself.
So, when the condition is false (the next line is skipped) it's faster to use If:Then:End.
When the condition is true (the code is executed) it's faster to just use If.

Is that right?  If that's the case, then whether to use the Then:End depends on if most of the time the condition will be true or false.
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Offline trevmeister66

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Re: Platform Game Engine
« Reply #40 on: May 19, 2009, 05:38:40 pm »
When using If statements with only 1 line afterwards, it's faster to execute that line WITHOUT the Then:End, but when skipping that line (in cases where key presses aren't pushed often), it's faster to have Then:End because instead of reading what's inside, it skips. Not sure if what I said just made sense, but to sum it up, it's faster to skip code using Then:End, and it's faster to execute the code just using If by itself.
So, when the condition is false (the next line is skipped) it's faster to use If:Then:End.
When the condition is true (the code is executed) it's faster to just use If.

Is that right?  If that's the case, then whether to use the Then:End depends on if most of the time the condition will be true or false.
Yes, you put it in a much simpler way. That is correct.

And yes, if you're going to have multiple things going on at once, I think it would be better to have the If:Then:End, whereas if you're just having an enemy moving around and thats it, only having If shouldn't be a problem.
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Offline Eeems

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Re: Platform Game Engine
« Reply #41 on: May 19, 2009, 06:34:41 pm »
I'm going to stick to what I have because the enemy has to keep moving too. I use booleans to change my vars and such and I skip stuff if there isn't a keypress, I would post my code, but since I've started from new I have to just post progress from here on because I want to enter this into the contest
/e

Offline Eeems

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Re: Platform Game Engine
« Reply #42 on: May 19, 2009, 08:55:25 pm »
ok screenshot time!
...hmm they don't seem to work right on wabbit
/e

Offline Eeems

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Re: Platform Game Engine
« Reply #43 on: May 20, 2009, 11:47:57 am »
ok, I fixed the error's and built the menus. Now I'm working on the items, lol, I figured out a way to do the sword that is faster. I just save the pic before it goes, then run the animation and then recall the pic, no more reloading the tile after each part of the animation.
/e

Offline Eeems

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Re: Platform Game Engine
« Reply #44 on: May 20, 2009, 07:55:28 pm »
ok another update, I have finished with the items and I am halfway done the magics. I also came up with a name for the game :).
If anybody out there could lend me a TI-84+ or SE ROM that would be great because I would like to test it's responsiveness on a faster calc.
/e