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nSMM - Super Mario Maker for TI-nSpire

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chalex:

While my modification to Minecraft 2D is all but dead in the water, I've decided to take up my own project from scratch. Yes, I've had the terrible idea of making a platformer in Lua. Due to it running like piss due to hardware (and in my opinion deliberate) limitations, several compromises have been made:

First, the framerate is awful. I haven't measured it but it's pretty bad. In it's current state it's surprisingly very playable (could just be me used to it though) but as more features are added it will inevitably worsen. You are free to suggest and/or implement optimisations to my shoddy code if you like, it would be very much appreciated!

Secondly, TI-nSpire Lua does not support holding down buttons, except for arrow keys. This means that in order to maintain an input the button has to be repeatedly pressed. It does not have to frame perfect as I coded a timer which makes every press last longer. The arrow keys would be theoretically fine for movement as that's all that requires constant pressing, but there is a significant delay between initial press and it turning into "held button" mode that is not good enough. Both arrow keys and keypad buttons are supported and it's up to the player to decide which is less bad.

Why not code it for ndless? Because I like making my life difficult.

With my manifesto dealt with, you can download the latest version from Github (which I don't know how to use) or the Discord server I created (which I know how to use):

DISCORD
(contact me here if you want to contribute or you have a query)
GITHUB

CURRENT STATUS:
Basic level collision is finished. Enemies and death are working. Mushrooms work. There is no editor but blocks can be placed ingame (temporarily)

FUTURE:
I intent to make the original SMB on the NES playable by remaking the objects from there as a priority. There are no plans for other styles. A main menu will be made at some point along with a saved levels menu (after a significant portion of the game is done and the editor is made). A standalone application to save exported levels will be made too with the idea of housing a set of levels made by someone to be downloaded and played.

The latest version as of writing is attached but will become quickly outdated, I may periodically post newer versions.

chalex:
I didn't add screenshots, so I'm gonna make a reply and attach the newest version 0.4.0a as well.


You can crudely make levels now: use J and K to cycle through blocks and objects (watch 'select:' in the top left) and left click to place, right click to remove. Pressing C prints the code to the console.

0.4.0a (11/07/22):
- added scrollstop to end of stage
- support for exporting and importing levels as codes!
- fixed goomba squish animation issue
- added red and green koopas (red loops, green falls off ledges)
- added shells! features: bounce powerups, kill other enemies, hit blocks, kill mario etc
0.3.2a (07/07/22):
- streamlined code (adding blocks is simpler and finally the mess at the beginning is categorised)
- added semisolids support
- added bridges

SpiroH:
Hi Chalex,
Please continue on the good work, it helps your neurons stay healthy, and maybe invite others to do likewise.

chalex:

Progress is currently coming along nicely, with a plethora of additions since I last replied here. These include but are not limited to:
- piranha plants
- multi coin blocks
- fire flowers and stars
- decorations
- a hud

The full changelog since 0.4.0a is presented here:


--- Code: ---0.6.1a (28/08/22):
- fixed enemies not giving points after being killed by fireballs
- fixed definitively all 'framesPassed' related bugs
- much improved bumped block boundary processing
- added 1-up mushrooms
- improved gravity physics for: shells, koopas & goombas
- added invisible blocks
- major reshuffling of block ID's
- more accurate death anims for when hit by fireball/star
- added piranha plants with variants for 4 directions: up down left & right
- added multi-coin blocks
- made the block bounce animation twice as fast (4 frames) to give the illusion that it is less clunky (it isn't)
- fixed 50/50 chance of being invisible when powering up during iframes
- fixed despawing (...not actually despawning)
0.6.0a (22/08/22):
- added fireflowers and progressive fireflowers
- added power up and down animations (for fire)
- added fire mario
- added full support for star anims
- vastly improved drifting
- rewritten shell hits
- rewritten input handling
- added fireballs
- fixed shells sometimes not going into holes
- added star powerup
- improved smoother y axis movement for: powerups
- many new blocks:
   ~ pipes
   ~ decoration: hills, bushes, clouds
   ~ star bricks and ? blocks
   ~ hard block
0.5.1a (26/07/22):
- added layer: background
- added bullet bills
- added blasters, with three shooting variants (L,R,L+R); they do not shoot if a solid block is in the way
- added two new blocks: blaster top and blaster body
0.5.0a (19/07/22):
- improved despawning
- added shell function: respawn koopa after time
- fixed some shell bugs
- updated level-code format to v2: start pos added
- fixed stuttery jumps when bumping a row of blocks
- fixed stuttering when running into blocks
- debug strings disabled by default - massive performance increase! pre-included drawString sucks
- added new default level
- added a hud finally! coin counter, points and timer are all implemented
- added coins
- added points from shell kicking, successive enemy kills, powerups, breaking bricks and coins
- added points particles
- added coin collect animation
- improved bumped block animation
- added collecting coins by hitting below
- new blocks:
   ~ entity only block -> solid to mario but lets everything else through
   ~ mario only block -> reverse of entity only block
   ~ coin ? block -> get coins
   ~ coin brick block -> get coins
--- End code ---

Truthfully, I would appreciate interest in this project, as so far no one has given feedback on this. There could be some obvious issues that I don't encounter that would improve it. You can join the (miniscule) community here. Updates are posted there, but 0.6.1a is attached here too.



--- Quote from: SpiroH on July 14, 2022, 08:56:50 am ---Hi Chalex,
Please continue on the good work, it helps your neurons stay healthy, and maybe invite others to do likewise.

--- End quote ---
Uh, thanks! Neuron health is one of my priorities at this time indeed.

Muitozika:
hii this project is too amazing, i would like can help you with something but my skills about Lua are very minors than i would like.

I'm sorry my english is rusty

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