Author Topic: AXLE - 2011 Axe Platformer Contest  (Read 22896 times)

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Offline leafy

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Re: AXLE - 2011 Axe Platformer Contest
« Reply #75 on: June 16, 2011, 05:05:22 pm »
There should be a save function, or at the very least, an autosave function. One of the worst parts of old games was the fact that you always had to start over. ><
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Offline TIfanx1999

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Re: AXLE - 2011 Axe Platformer Contest
« Reply #76 on: June 17, 2011, 02:41:12 am »
I'm on the fence about this. How is level navigation going to be set up, IE will there be a world map a la Mario 3/Super Mario World/ Donkey Kong Country? Will levels be replayable once beaten, and if so would it serve any purpose? How many total levels are you looking at? Overall though, I think I am leaning towards being able to save. Perhaps upon exiting the game?

Offline Chockosta

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Re: AXLE - 2011 Axe Platformer Contest
« Reply #77 on: June 17, 2011, 03:52:30 am »
This looks so awesome !
But... 9 KB ? Too bad, I won't keep that game on my calc (I'll just try it).

Offline TIfanx1999

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Re: AXLE - 2011 Axe Platformer Contest
« Reply #78 on: June 17, 2011, 03:54:00 am »
It's around 9k now (It's not finished yet). All things considered though 9k is actually pretty small. ^^

Offline Chockosta

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Re: AXLE - 2011 Axe Platformer Contest
« Reply #79 on: June 17, 2011, 04:52:47 am »
Sure, but I have a 83+, and all with my progs, it remains ~10 KB

Offline tloz128

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Re: AXLE - 2011 Axe Platformer Contest
« Reply #80 on: June 17, 2011, 10:42:53 am »
I'm on the fence about this. How is level navigation going to be set up, IE will there be a world map a la Mario 3/Super Mario World/ Donkey Kong Country? Will levels be replayable once beaten, and if so would it serve any purpose? How many total levels are you looking at? Overall though, I think I am leaning towards being able to save. Perhaps upon exiting the game?
I don't think that I'll have a world map, simply because there won't be enough levels for one (each level is going to be 2000 - 2500 bytes). Plus, size constraints would make a world map hard. I've actually been considering a kind of a minimalistic autosave, which would just let the player start a level from the beginning of the level he stopped playing on (he could always choose to start a new game, though).

Sure, but I have a 83+, and all with my progs, it remains ~10 KB
Couldn't you just archive your programs to free up some RAM, or do you not have the archive space?
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Offline Phero

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Re: AXLE - 2011 Axe Platformer Contest
« Reply #81 on: June 17, 2011, 10:55:27 am »
I would absolutely love to see this project come to fruition.

Offline tloz128

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Re: AXLE - 2011 Axe Platformer Contest
« Reply #82 on: June 17, 2011, 11:08:25 am »
I would absolutely love to see this project come to fruition.
Don't worry, it will. :)
Oh, and welcome to Omnimaga.
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Offline Chockosta

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Re: AXLE - 2011 Axe Platformer Contest
« Reply #83 on: June 19, 2011, 02:08:10 pm »
Couldn't you just archive your programs to free up some RAM, or do you not have the archive space?
The 10 KB were my remaining archive space... My RAM is empty because of all my RAM clears :D.

Well, once again, good luck. At the end of the contest, that will be the first game that I'll try :)


Offline tloz128

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Re: AXLE - 2011 Axe Platformer Contest
« Reply #84 on: June 19, 2011, 11:42:58 pm »
Alright, I have an update. I'm working on a title screen right now. What you see below is a work in progress, so let me know what you think.

Along with that, I have finished the first two levels. I have a screenie, but I should warn you that it is HUGE (over 9mb). It shows the paths through the first two levels and every room in them. I wouldn't recommend looking at it if you would like to figure out the way through the levels by yourself, which is why it is a spoiler. If you do look at it, please let me know how my level design is. :)

Spoiler For Spoiler:


The only main thing I have left is level design, along with a few finishing touches (such as saving and improving the effects and transitions). I will have a full game this year, and I hope for it to be very competitive. I would like to wish everyone the best of luck with their projects as well.
« Last Edit: June 20, 2011, 06:04:48 pm by tloz128 »
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Offline shmibs

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Re: AXLE - 2011 Axe Platformer Contest
« Reply #85 on: June 20, 2011, 01:00:08 am »
one thing i would recommend would be, like mario, to make the game consist of a main program and a series of levels bundled together, without a save feature (or the rudimentary one you mentioned), and then make a level editor so people can make their own series of levels and thus make the replay value triple at least. the option of alternate enemy and world sprites would make things even more fun. i'm envisioning a sort of generic platformer upon which people can build their ideas without having to go through the trouble of writing an engine on their own (although anything like that can certainly wait until after the contest ends if you don't have the time XD).
« Last Edit: June 20, 2011, 01:01:59 am by shmibs »

Offline tloz128

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Re: AXLE - 2011 Axe Platformer Contest
« Reply #86 on: June 20, 2011, 06:12:49 pm »
Maybe, but there would be some difficulty in doing that. The levels in Sam Heald's Mario were pretty straight forward because there was only one tilemap. With AXLE, there are multiple rooms to keep track of.

If anybody really wants to create their own levels, it should be relatively easy to modify the code. All that would be needed to be done would be to replace the included levels with custom ones before compilation. I'll include the level editor for that sake.

EDIT:
Maybe I could release a different version that runs custom levels? Hmm... shmibs, you've gotten me thinking.
« Last Edit: June 20, 2011, 06:14:45 pm by tloz128 »
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Offline ztrumpet

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Re: AXLE - 2011 Axe Platformer Contest
« Reply #87 on: June 20, 2011, 06:31:21 pm »
Wow, that's awesome!  Wonderful job, tloz.  Wow. :D

Offline BrownyTCat

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Re: AXLE - 2011 Axe Platformer Contest
« Reply #88 on: June 20, 2011, 09:26:40 pm »
An option could be included to load custom tilemaps as data like
Code: [Select]
1,1,1
1,2,3
2,2,3
or something, and a program could be made to write the tilemaps. It's obvious and straightforward, but it works.
« Last Edit: June 20, 2011, 09:27:29 pm by BrownyTCat »

Offline tloz128

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Re: AXLE - 2011 Axe Platformer Contest
« Reply #89 on: June 20, 2011, 09:58:31 pm »
An option could be included to load custom tilemaps as data like
Code: [Select]
1,1,1
1,2,3
2,2,3
or something, and a program could be made to write the tilemaps. It's obvious and straightforward, but it works.
I'm a bit confused about what you're trying to say...
The reason I'm a bit opposed to custom levels is that there would always be the possibility of ending up in random sections of RAM. In Sam Heald's Mario, there wasn't that problem because the levels were single tilemaps without any doors.
Naaa... Na Nah Na Nana Na Nah... Hey Jude!