Author Topic: [Axe] Super Crate Box  (Read 23518 times)

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Offline Hayleia

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Re: [Axe] Super Crate Box
« Reply #45 on: March 09, 2013, 01:05:05 pm »
No you can't, I made it myself ;D

Anyway, I added it to the game, and it's much more than beautiful O.O


That menu looks great persalteas :D
However, I think that if the available options scrolled smoothly, it would be even better ;)
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Offline pimathbrainiac

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Re: [Axe] Super Crate Box
« Reply #46 on: March 09, 2013, 06:44:22 pm »
Well, if you look at ant of my other posts, you'll see me keep asking if someone can help me >.<

So let's say it again : there indeed is a problem in the actual game engine (by that I mean not in the menu). The program has different behaviors depending on the execution method, and always occuring after the exit : compiled as an app, it leaves weird characters on the homescreen ; compiled in Noshell, it messes with the random-related functions and makes them display huge numbers (it starts at 1032 and slowly go back to their initial range as you run it again and again), and moreover it displays a random ERROR:something 1 time out of 3 ; and compiled for MirageOS, it constantly crashes.

I can't release the actual source (I'm on a phone) but I have them on my computer, so I'll upload them tomorrow (it's 11:06 pm here).

I haven't looked at your source (I don't see the latest source out, but I think I know what a quickfix is... (Might not work in the long run, but it might work in the long run))

If you use files for accessing external vars:

Do you end your program with ClrHome? I think I heard somewhere that when you use files, random stuffs happen if you don't use ClrHome at the end...

Err... maybe it's with all external vars... not sure... but try that and tell me if it works
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Offline Matrefeytontias

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Re: [Axe] Super Crate Box
« Reply #47 on: March 09, 2013, 07:41:18 pm »
I don't use files .__.

Offline annoyingcalc

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Re: [Axe] Super Crate Box
« Reply #48 on: March 09, 2013, 07:51:33 pm »
WOW, I just looked back at this topic and that menu is amazing!
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Offline Sorunome

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Re: [Axe] Super Crate Box
« Reply #49 on: March 09, 2013, 07:52:58 pm »
wow, that is beutiful, but what about 'shooting' start/about/exit etc?

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Offline Hayleia

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Re: [Axe] Super Crate Box
« Reply #50 on: March 10, 2013, 01:27:06 am »
Do you end your program with ClrHome? I think I heard somewhere that when you use files, random stuffs happen if you don't use ClrHome at the end...
I think this has nothing to do with files but L5.
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Offline Matrefeytontias

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Re: [Axe] Super Crate Box
« Reply #51 on: March 10, 2013, 03:25:58 am »
Sorunome I'll do that when I'd locked the weapons, in order to know which weapon use in the menu.

Offline TIfanx1999

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Re: [Axe] Super Crate Box
« Reply #52 on: March 10, 2013, 03:50:04 am »
It sound like you are using some scratch ram that the os uses somewhere in your program and it's causing issues. Someone (thepenguin?) wrote a document describing what saferam areas axe uses, how safe they are, at what if anything needs to be done at the end of the program to restore them. It's actually quie in depth and lists saferam sizes and what alters them as well. Id link you, but I'm on my phone at the moment and it's a pain to do from here. It should be a sticky in our asm section. Maybe give that a look.

Offline Matrefeytontias

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Re: [Axe] Super Crate Box
« Reply #53 on: March 10, 2013, 05:22:20 am »
I already took care of that, but even with that I didn't success in fixing the issue :/

Offline Matrefeytontias

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Re: [Axe] Super Crate Box
« Reply #54 on: March 10, 2013, 02:25:49 pm »
Bump,

New version is out ! It's now an app (10936 bytes of code) and I've added :
  • Sweet title screen (thanks Persalteas)
  • Game over popup, showing crates left to your highscore and asking for [enter] to try again (instead of bringing you back to the homescreen when you die). There's a small empty space above these texts, it's because I kept it for achivements ;)
  • And of course, always this shitty bug. I really don't see why it's still here.

As always, if you want to help prgmAXECRATE is the battle engine, prgmCRATMAIN is the menu-related stuffs (and the program to compile) and prgmCRATTITL is just the title image. I already know that the bug isn't menu-related.
« Last Edit: March 10, 2013, 02:42:23 pm by Matrefeytontias »

Offline annoyingcalc

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Re: [Axe] Super Crate Box
« Reply #55 on: March 10, 2013, 02:42:30 pm »
AW YEAH!!!!!!!

What else is going to be added to this game?
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Offline Matrefeytontias

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Re: [Axe] Super Crate Box
« Reply #56 on: March 10, 2013, 04:15:03 pm »
So, what's left :
  • Grenade launcher
  • Mines
  • Flame thrower
  • 2 others levels
  • A total of 3 difficulty modes for each level : normal (the current one), SFMT and Ambush
  • Lock everything and make the player unlock it with a system of achievements

And then the game will be done :) I don't swear, but maybe there will be a link multiplayer too ...

Offline Phero

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Re: [Axe] Super Crate Box
« Reply #57 on: March 10, 2013, 04:27:19 pm »
This is looking really great.

Offline DJ Omnimaga

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Re: [Axe] Super Crate Box
« Reply #58 on: March 10, 2013, 05:28:44 pm »
I love the earthquake effects during shooting or something that happens sometimes. :)
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Offline annoyingcalc

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Re: [Axe] Super Crate Box
« Reply #59 on: March 10, 2013, 10:56:03 pm »
For some reason TiLP wont send it, Help!
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