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Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: Compynerd255 on June 23, 2011, 10:40:47 am

Title: [Axe Parser 2011 Contest Entry] The Slime
Post by: Compynerd255 on June 23, 2011, 10:40:47 am
I've got my new contest entry: The Slime! The point of the game is that you are a slime that moves by latching to walls. You can cling horizontally and vertically, defy gravity, and do other things. The object is to get through the labyrinth while avoiding the Minotaur slime that wants to eat you.

EDIT: Screenies!
Title: Re: [Axe Parser 2011 Contest Entry] The Slime
Post by: Progammer on June 23, 2011, 04:57:05 pm
I like the slime animation ! good luck for your project :)
Title: Re: [Axe Parser 2011 Contest Entry] The Slime
Post by: the_mad_joob on June 23, 2011, 07:11:41 pm
Definitely like the concept =]
Dunno if it's already been done before but if not, you're a true genius.

If you're out of ideas, here i come :
- 2nd surface type :
The slime can cross it but doesn't stick on it and will immediatly fall if on ceiling or walls.
Allowing the ennemy to stick on it could add some difficulty and fun.
- powerup idea :
Once you take it, you have the possibility to stick at an infinite range (up|left|right only), but you can use it only once (or maybe time-limited ?).
There is only one available per screen, but another one is immediatly generated (randomly ?) when you take it.
This could enlarge the moving capabilities of the slime and he could then be able to evade multiple dangers if surrounded.
Title: Re: [Axe Parser 2011 Contest Entry] The Slime
Post by: tloz128 on June 23, 2011, 07:34:19 pm
I remember at one point I wanted to make a platformer where the character could run on walls. I never really got it worked out about how I would go about shifting the gravity, but it seems as though you've got it working pretty well here. Nice job so far!
Title: Re: [Axe Parser 2011 Contest Entry] The Slime
Post by: leafy on June 23, 2011, 08:46:53 pm
Looks awesome. Much better than my other dead project of the same name http://ourl.ca/96130 :P
Title: Re: [Axe Parser 2011 Contest Entry] The Slime
Post by: Compynerd255 on June 23, 2011, 11:38:38 pm
If you're out of ideas, here i come :
- 2nd surface type :
The slime can cross it but doesn't stick on it and will immediatly fall if on ceiling or walls.
Allowing the ennemy to stick on it could add some difficulty and fun.
- powerup idea :
Once you take it, you have the possibility to stick at an infinite range (up|left|right only), but you can use it only once (or maybe time-limited ?).
There is only one available per screen, but another one is immediatly generated (randomly ?) when you take it.
This could enlarge the moving capabilities of the slime and he could then be able to evade multiple dangers if surrounded.
I was actually planning the second surface - Teflon. I'm also gonna add conveyor belts and fluid filled chambers if I have time.
I have trouble understanding what you want the powerup to do. Do you mean that the slime can stick to air, or the Teflon surface you mentioned earlier?

Looks awesome. Much better than my other dead project of the same name http://ourl.ca/96130 :P
That name was what actually inspired me to write this - and I was half expecting that project to be what this is. :D I originally wanted to code this game with a realistic slime that had a dozen points bound by a particle system, but that is WAY too hard for calc.

Thanks for all of your encouragement!
Title: Re: [Axe Parser 2011 Contest Entry] The Slime
Post by: leafy on June 23, 2011, 11:56:37 pm
Hm. Maybe each time you stick you lose a bit of yourself? That would be kinda cool. I like where you're taking this though ^^
Title: Re: [Axe Parser 2011 Contest Entry] The Slime
Post by: Munchor on June 24, 2011, 07:34:20 am
That sure looks great :) Good luck!
Title: Re: [Axe Parser 2011 Contest Entry] The Slime
Post by: the_mad_joob on June 24, 2011, 01:01:55 pm
I have trouble understanding what you want the powerup to do. Do you mean that the slime can stick to air, or the Teflon surface you mentioned earlier?
In your screenies, the slime seems to be able to stick to an opposite wall if it's at a range of 1 only.
My idea was to be able to "extend" further and then stick to any opposite wall.
For example, you would be able to reach the ceiling, no matter how far it is.
It would of course require some new routines and sprites.

Anyway, hope you'll succeed in this project =]
Title: Re: [Axe Parser 2011 Contest Entry] The Slime
Post by: shmibs on June 25, 2011, 03:49:25 am
Quote from: compynerd
I originally wanted to code this game with a realistic slime that had a dozen points bound by a particle system, but that is WAY too hard for calc.
so Gish (http://www.chroniclogic.com/gish.htm)?

i really like the 'jumping from one surface to another' animation, but the moving animation looks a bit choppy. maybe you could add in another frame? i like the concept! good luck on finishing on time.
Title: Re: [Axe Parser 2011 Contest Entry] The Slime
Post by: Compynerd255 on July 06, 2011, 07:49:49 pm
I have been working on this for the past while. However, because of life and other important projects, I will not be able to finish this for the contest and let it have any hope of winning. But this does not mean that The Slime is dead! I will still be working on it, and it will still be good, but will no longer be confining myself to the deadline in seven days.
Title: Re: [Axe Parser 2011 Contest Entry] The Slime
Post by: p2 on July 14, 2011, 11:40:31 am
Have you a screenie where I can see the "Minotaur slime"?
Looks great!
Title: Re: [Axe Parser 2011 Contest Entry] The Slime
Post by: Compynerd255 on July 20, 2011, 11:55:56 pm
I have not a screenie where you can see the Minotaur Slime. And, since the contest deadline is already expired, I might well post the source code and executable so you can look at and analyze it. Calc programming is really slow for me over the summer.
Title: Re: [Axe Parser 2011 Contest Entry] The Slime
Post by: p2 on July 21, 2011, 08:10:52 am
yay!!
I really want to see your sourcs!

I've tried to make such a slime, too.
It looks like a mutant-worm and can't walk on walls.  :P
Title: Re: [Axe Parser 2011 Contest Entry] The Slime
Post by: Compynerd255 on July 21, 2011, 09:40:00 am
Here is the source and the executable. I probably will not be working on this for a while, until school starts up again. I will work on it some.
Title: Re: [Axe Parser 2011 Contest Entry] The Slime
Post by: annoyingcalc on July 21, 2011, 09:44:07 am
YES
Title: Re: [Axe Parser 2011 Contest Entry] The Slime
Post by: p2 on July 22, 2011, 01:43:36 pm
Er...
Is it correct that there is only this one level, that nothing happens if I arrive the smiley, and that there is no other slime, only mine?
Title: Re: [Axe Parser 2011 Contest Entry] The Slime
Post by: Compynerd255 on July 23, 2011, 03:05:38 pm
Oh! Sorry! There's a better version on my calc where you get to the next level if you reach the smiley. I'll get to posting that very soon. But I still haven't coded any other slimes - yet.
Title: Re: [Axe Parser 2011 Contest Entry] The Slime
Post by: Munchor on July 24, 2011, 09:21:54 am
Oh! Sorry! There's a better version on my calc where you get to the next level if you reach the smiley. I'll get to posting that very soon. But I still haven't coded any other slimes - yet.

Will you upload it when the contest ends? Or before? :)
Title: Re: [Axe Parser 2011 Contest Entry] The Slime
Post by: p2 on July 24, 2011, 12:54:33 pm
YAY!
I found out how to make the map larger and how to edit it.  :D


BUT:
There are some strange things:
make the map on x-widh is 12 and the y-widh is more than 50
(Don't forget to create the map!!)

If you go down, there won't be any blocks any more, there'll just be many slimes.
Try it out!!
I don't know why, but I think it's a little bug (whitch can be ignored if you don't make so large maps)
Title: Re: [Axe Parser 2011 Contest Entry] The Slime
Post by: Compynerd255 on August 02, 2011, 09:09:10 pm
NEW VERSION! Yay!

I made the changes to this version a long time back. The slime actually works, and you can create many levels in succession. The map format is also in nibbles, so you can more easily edit the maps and add new ones in the source file.

I've been getting the same bug that p2 has been having, but it's for any map, not just an incredibly large one. The level simply scrolls down past the bottom boundary, showing garbage. It also has problems on the right boundary. But I know that my map data isn't corrupt, because the slime attaches to it perfectly. In fact, that's the only bug it's been having. It has to do with the new version of Axe - I posted it in the Bug Reports (http://ourl.ca/4072/232629) section.