Author Topic: AXLE - 2011 Axe Platformer Contest  (Read 23108 times)

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Offline tloz128

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Re: AXLE - 2011 Axe Platformer Contest
« Reply #60 on: May 30, 2011, 12:07:55 pm »
Thanks everybody. I've now gotten gravity to work on enemies, and doors now work. I've got four rooms set up right now temporarily, but that should soon change. Something that is very evident in the screenshot is the difference in framerates between the 24 x 16 rooms with enemies and the 12 x 8 rooms without them. Does anybody have any suggestions for helping to stabilize the framerates? Keep in mind that this is still running at 6mhz.
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Offline TIfanx1999

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Re: AXLE - 2011 Axe Platformer Contest
« Reply #61 on: May 30, 2011, 04:23:56 pm »
Frame rate doesn't look too bad IMHO. Also, the transitions from screen to screen remind me of Sam Heald's old Zelda game :). I'm really liking how this looks. Very nice job so far. :D
« Last Edit: May 30, 2011, 04:24:41 pm by Art_of_camelot »

Offline leafy

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Re: AXLE - 2011 Axe Platformer Contest
« Reply #62 on: May 30, 2011, 04:38:06 pm »
To stabilize the framerate, don't draw the entire map. Use
For(A,0,12
For(B,0,8
Tile code here
End
End

Don't draw the entire map, only draw what's on the screen. It keeps it fast and framerate constant, because it draws the same number of tiles each time. And yes, keep the values in the for loop like that. It seems one more than you would use but you need to draw the tiles offset.
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Offline tloz128

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Re: AXLE - 2011 Axe Platformer Contest
« Reply #63 on: May 30, 2011, 06:58:42 pm »
To stabilize the framerate, don't draw the entire map. Use
For(A,0,12
For(B,0,8
Tile code here
End
End

Don't draw the entire map, only draw what's on the screen. It keeps it fast and framerate constant, because it draws the same number of tiles each time. And yes, keep the values in the for loop like that. It seems one more than you would use but you need to draw the tiles offset.
Alright, I'll try that. Thanks!
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Offline BrownyTCat

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Re: AXLE - 2011 Axe Platformer Contest
« Reply #64 on: May 30, 2011, 06:59:55 pm »
Dear god O_O
* BrownyTCat has given up on the contest.

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Re: AXLE - 2011 Axe Platformer Contest
« Reply #65 on: May 30, 2011, 07:05:24 pm »
Wow, this is looking Awesome! O.O kinda like Zelda II mixed with Kid Icarus!  Keep it up, this is insanely cool so far.

Offline aeTIos

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Re: AXLE - 2011 Axe Platformer Contest
« Reply #66 on: June 01, 2011, 04:52:51 am »
EPIC AWESOME!
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Offline DJ Omnimaga

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Re: AXLE - 2011 Axe Platformer Contest
« Reply #67 on: June 07, 2011, 11:03:11 pm »
Wow this is awesome, also I love the sprites tloz128. One suggestion I got for 6 MHz version is to only refresh the screen every two or three frame. It will look a bit choppy, but keys should respond better due to the game speed being higher.

I hope you finish this :)
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Offline tloz128

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Re: AXLE - 2011 Axe Platformer Contest
« Reply #68 on: June 14, 2011, 12:05:28 am »
My speed worries are over, thanks to optimization in collisions and the code leafiness gave me. It looks like it will run in 6mhz! In this update, I've gotten orb collecting and enemy collisions working.

I now am done with the final level design of the first act: Razor Forest. I'm hoping to make levels similar to the ghost houses in Super Mario World, in that they will try to make you get lost while playing them. I plan on being especially cheap with some of the later levels.  >:D

On another note, I tried using crabcake, but Axe told me that AxesOn and AxesOff were invalid. I had to to compile it as an app in this case, because it crashed otherwise (it's over 9,000 bytes in size). Was there something I was doing wrong with crabcake?
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Offline leafy

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Re: AXLE - 2011 Axe Platformer Contest
« Reply #69 on: June 14, 2011, 12:21:36 am »
Put AxesOn after the Axiom(CRABCAKE)
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Offline yunhua98

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Re: AXLE - 2011 Axe Platformer Contest
« Reply #70 on: June 14, 2011, 02:16:09 am »
wow! its come a long way!

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Offline leafy

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Re: AXLE - 2011 Axe Platformer Contest
« Reply #71 on: June 14, 2011, 02:30:12 am »
Yeah, this is looking really fantastic ^^
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Offline TIfanx1999

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Re: AXLE - 2011 Axe Platformer Contest
« Reply #72 on: June 14, 2011, 02:31:38 am »
My speed worries are over, thanks to optimization in collisions and the code leafiness gave me. It looks like it will run in 6mhz! In this update, I've gotten orb collecting and enemy collisions working.

I now am done with the final level design of the first act: Razor Forest. I'm hoping to make levels similar to the ghost houses in Super Mario World, in that they will try to make you get lost while playing them. I plan on being especially cheap with some of the later levels.  >:D

On another note, I tried using crabcake, but Axe told me that AxesOn and AxesOff were invalid. I had to to compile it as an app in this case, because it crashed otherwise (it's over 9,000 bytes in size). Was there something I was doing wrong with crabcake?

I'm glad speed issues are resolved, very awesome!

I love the ghost houses in Super mario world, so that sounds great too. Keep up the great work, this is really coming along nicely! =)

On an unrealted note; What 9000?!?

Offline tloz128

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Re: AXLE - 2011 Axe Platformer Contest
« Reply #73 on: June 16, 2011, 04:26:09 pm »
Thanks for the feedback guys. Oh, and thanks leafiness for the help with crabcake (it worked :)).

I'll have another update soon, but I'd like some feedback on an idea I've been having for the game. You see, I want it to be a sort of a retro game, and I would like for it to be hard. But, in its retro fashion, I was wondering if players should be able to save the game? It wouldn't be too hard to do, but I don't know if it's necessary. None of the Sonic games on the Genesis/Megadrive nor any of the Mario games on the NES had any sort of save function, but replaying through the same levels over and over might get boring, especially when you already know how to beat them.
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Offline ralphdspam

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Re: AXLE - 2011 Axe Platformer Contest
« Reply #74 on: June 16, 2011, 04:47:04 pm »
O.O That looks awesome!  That is quite intimidating, though...
ld a, 0
ld a, a