Omnimaga

Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: TheCoder1998 on October 24, 2013, 05:38:50 am

Title: [Axe] THE GAME
Post by: TheCoder1998 on October 24, 2013, 05:38:50 am
Hi
I've made a "sort of game" and I would like you guys to take a look at it.
It is far from complete, as it features only one room.
It is going to feature powerups and of course, enemies!

EDIT:
thank you for your replies, i really appreciate it!
also i've attached an updated, no shell version.
oh and can somebody tell me why my character can sometimes still pass trough walls?
Title: Re: [Axe] game demo
Post by: Keoni29 on October 24, 2013, 08:18:24 am
I cannot run in in wabbitemu. Do I need to use a shell?
Title: Re: [Axe] game demo
Post by: JosJuice on October 24, 2013, 11:05:33 am
I cannot run in in wabbitemu. Do I need to use a shell?
It seems to be a Doors CS game.
Title: Re: [Axe] game demo
Post by: Sorunome on October 24, 2013, 11:20:36 am
looking nice!
Also, for those of you who are lazy to through it in wabbit, here's a screenie of it:
(http://img.ourl.ca//game_screenie.gif)
Title: Re: [Axe] game demo
Post by: Streetwalrus on October 24, 2013, 01:44:15 pm
Looks quite nice. :)
Title: Re: [Axe] game demo
Post by: TheCoder1998 on October 24, 2013, 02:06:32 pm
thanks!

what kind of hazards would you guys like in my game? (for example: spikes, lazers etc.)

and i'm not very imaginative so i don't have a name for my game yet... could you guys help me?
Title: Re: [Axe] game demo
Post by: Keoni29 on October 24, 2013, 03:11:48 pm
Well naming your game comes later. First come up with some interesting game design that makes it stand out from the rest. Just a platformer with spikes is not very interesting. If you want: please make it a non-linear exploration game. I love those :3
Title: Re: [Axe] game demo
Post by: AssemblyBandit on October 25, 2013, 12:47:50 am
I like it!
Title: Re: [Axe] game demo
Post by: TheCoder1998 on October 25, 2013, 11:32:46 am
Here is an updated version of "The game"
The zip file contains a no shell version, a Doors CS version and the sourcecode
it now has a menu, and the physics are a bit tweaked
Title: Re: [Axe] game demo
Post by: Sorunome on October 25, 2013, 11:40:58 am
i like how his arms move now when you jump :)
anyways, new screenie:
(http://img.ourl.ca//the_game_screenie.gif)
Title: Re: [Axe] game demo
Post by: TheCoder1998 on October 25, 2013, 11:57:09 am
hey thanks for posting the screenies, from now on i'll be doing that.
anyways, yeah the arms move now, i thought just not moving while jumping looked kinda bland.
Title: Re: [Axe] game demo
Post by: Sorunome on October 25, 2013, 12:00:50 pm
hey thanks for posting the screenies, from now on i'll be doing that.
anyways, yeah the arms move now, i thought just not moving while jumping looked kinda bland.
ha, ok :)
If you have trouble finding an image uploader, we have our own: http://img.omnimaga.org
Title: Re: [Axe] game demo
Post by: TheCoder1998 on October 25, 2013, 12:14:13 pm
ok thanks buddy!
Title: Re: [Axe] game demo
Post by: Streetwalrus on October 25, 2013, 04:44:43 pm
/me lost x.x
Anyway, looking nice. The arm movements kinda remind me of Super Mario. ;)
Title: Re: [Axe] game demo
Post by: AssemblyBandit on October 25, 2013, 05:00:37 pm
I like how he jumps out the side of the screen all happy!
Title: Re: [Axe] game demo
Post by: TheCoder1998 on October 26, 2013, 03:39:52 am
new update:
credits now work!
i'm thinking of putting collectibles in the game, they do nothing in game but you can collect them just for fun.
new screenie:
(http://img.ourl.ca//wabbitemu4.gif)
anyways as you can see in the screenie the character still goes offscreeen sometimes, can someone explain to me why this happens?
Title: Re: [Axe] game demo
Post by: Streetwalrus on October 26, 2013, 06:36:37 am
It can happen if your collision code relies on exact positions. Since you use physics, the character can move several pixels at a time and that's your issue.
Title: Re: [Axe] game demo
Post by: TheCoder1998 on October 26, 2013, 07:26:56 am
yeah i've had that issue before.
i noticed that you can only pass through the walls if both arrow keys are pressed if you approach the wall
Title: Re: [Axe] game demo
Post by: DJ Omnimaga on October 26, 2013, 07:46:15 am
Yeah this is why in some ultra rare occasions and if you're good enough, it is possible to go through two blocks placed diagonally in Super Sonic Ball. I only had this happen once, though, and I remained stuck in the block for like 30 seconds before I managed to get on the other side.

By the way this looks nice :D.
Title: Re: [Axe] game demo
Post by: aeTIos on October 26, 2013, 10:45:10 am
What I did in my programs was check for a collision in the pixels that are going to be moved through in the next frame and if there was one, place the character there.
...get it? *.*
Title: Re: [Axe] game demo
Post by: DJ Omnimaga on October 26, 2013, 11:39:57 am
Isn't that kinda slow, though?
Title: Re: [Axe] game demo
Post by: aeTIos on October 26, 2013, 01:30:50 pm
It's the only 100% reliable way to not slip through pixels, correct me if I'm wrong.
Title: Re: [Axe] game demo
Post by: TheCoder1998 on October 26, 2013, 02:30:10 pm
could you explain it in axe code please?
because i tried different things but they didn't work
Title: Re: [Axe] game demo
Post by: TheCoder1998 on October 27, 2013, 07:37:23 am
hey i've got a brilliant idea!
has anyone ever played the prince of persia trilogy?
well, in that game you had one of the best gimmicks ever.

TIME REWIND!

you just press a button and you undo any mistakes you've made (even deaths)
maybe i could implement that in my game!
Title: Re: [Axe] game demo
Post by: AssemblyBandit on October 27, 2013, 09:19:22 am
anyways as you can see in the screenie the character still goes offscreeen sometimes, can someone explain to me why this happens?
yeah i've had that issue before.
i noticed that you can only pass through the walls if both arrow keys are pressed if you approach the wall

With physics, you can't rely on button presses for collisions with the character sliding around. Since the character can only move one pixel at a time the fix is easy, keep your acceleration cap where its at, if it can accelerate at 2 or more pixels checking it will be slower.

Here's your line of code for testing wall collisions:
Code: [Select]
if ((ptest(x/256-1,y/256+1) or ptest(x/256-1,y/256+7)) and not (gkey(3))) xor ((ptest(x/256+7,y/256+1) or ptest(x/256+7,y/256+7)) and not (gkey(2)))
*I don't think you meant to put the xor in there!  ;)

Change it to this:
Code: [Select]
if ((ptest(x/256-1,y/256+1) or ptest(x/256-1,y/256+7)) and (A<<0)) or ((ptest(x/256+7,y/256+1) or ptest(x/256+7,y/256+7)) and (A>>0))
Basically, if a wall is to the left or right of the character, stop him if hes going to accelerate past it.  ;D
Title: Re: [Axe] game demo
Post by: TheCoder1998 on October 27, 2013, 03:04:59 pm
FINALLY!
the "walk through walls" bug is gone

anyways here's a screenie
(http://img.ourl.ca//the%20game.gif)

as you can see, there's a thingie on the upper platform
that's a collectible. (it sure is damn hard to reach it on wabbitemu, but i swear it is easier to reach it on the ti84)
how exactly do i code the pickup sequence? (ugh i'm such a noob  ::) )
Title: Re: [Axe] game demo
Post by: Sorunome on October 27, 2013, 03:09:36 pm
looking nice!
And check if your character positions are similar to the picup thingy positions i guess.
Title: Re: [Axe] game demo
Post by: TheCoder1998 on October 27, 2013, 03:18:34 pm
oh yeah should've thought about that  XD
Title: Re: [Axe] THE GAME
Post by: TheCoder1998 on November 19, 2013, 12:34:52 pm
well shit...
after a random ram clear, i've lost my whole code  :'(

now i'm looking at the code i've posted and it's a little bit messy.
could anyone please optimize it for me?
it would be highly appreciated!  ;D
Title: Re: [Axe] THE GAME
Post by: TheCoder1998 on December 27, 2013, 09:11:02 am
Hello guys,

i wanted to say that i've had some very busy weeks, and some personal problems (which are now fixed) and that i haven't got any time to work on "the game"

but now it's christmas holiday so i've got enough spare time to work on it again
as i've said in the previous post, i would highly appreciate it if somebody could be so kind to optimize my code, so i can work on it further and learn some optimization tricks

so don't think that "the game" is dead, i'll finish it eventually  ;D(http://www.omnimaga.org/Themes/default/images/gpbp_arrow_up.gif)
Title: Re: Re: [Axe] THE GAME
Post by: DJ Omnimaga on December 27, 2013, 11:04:07 am
I lost D:

Anyway good to see you back and good luck!
Title: Re: [Axe] THE GAME
Post by: Sorunome on January 04, 2014, 06:16:50 am
/me lost <_<

And yay, looking forward to new updates :D
Title: Re: [Axe] THE GAME
Post by: TheCoder1998 on January 11, 2014, 10:31:45 am
how can you lose the game if it isn't even finished yet? :3
Title: Re: [Axe] THE GAME
Post by: Sorunome on January 11, 2014, 12:35:34 pm
Don't tell me you don't know the game o.o
http://losethegame.org
Title: Re: [Axe] THE GAME
Post by: TheCoder1998 on January 11, 2014, 12:44:59 pm
of course i know the game, i'm just trolling :3
and the link doesn't work for me btw
Title: Re: [Axe] THE GAME
Post by: Sorunome on January 11, 2014, 12:51:48 pm
Seems like the website is down, lol