Author Topic: [Axe] THE GAME  (Read 6832 times)

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Offline TheCoder1998

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Re: [Axe] game demo
« Reply #15 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:

anyways as you can see in the screenie the character still goes offscreeen sometimes, can someone explain to me why this happens?

Offline Streetwalrus

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Re: [Axe] game demo
« Reply #16 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.

Offline TheCoder1998

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Re: [Axe] game demo
« Reply #17 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
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Offline DJ Omnimaga

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Re: [Axe] game demo
« Reply #18 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.
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Offline aeTIos

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Re: [Axe] game demo
« Reply #19 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? *.*
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Offline DJ Omnimaga

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Re: [Axe] game demo
« Reply #20 on: October 26, 2013, 11:39:57 am »
Isn't that kinda slow, though?
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Offline aeTIos

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Re: [Axe] game demo
« Reply #21 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.
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Offline TheCoder1998

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Re: [Axe] game demo
« Reply #22 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
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Offline TheCoder1998

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Re: [Axe] game demo
« Reply #23 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!
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Offline AssemblyBandit

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Re: [Axe] game demo
« Reply #24 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
« Last Edit: October 27, 2013, 09:29:44 am by AssemblyBandit »

Offline TheCoder1998

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Re: [Axe] game demo
« Reply #25 on: October 27, 2013, 03:04:59 pm »
FINALLY!
the "walk through walls" bug is gone

anyways here's a screenie


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  ::) )
« Last Edit: October 27, 2013, 03:05:38 pm by TheCoder1998 »
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Offline Sorunome

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Re: [Axe] game demo
« Reply #26 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.

THE GAME
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Offline TheCoder1998

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Re: [Axe] game demo
« Reply #27 on: October 27, 2013, 03:18:34 pm »
oh yeah should've thought about that  XD
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Offline TheCoder1998

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Re: [Axe] THE GAME
« Reply #28 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
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Offline TheCoder1998

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Re: [Axe] THE GAME
« Reply #29 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
« Last Edit: December 27, 2013, 09:14:30 am by TheCoder1998 »
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