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Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: tloz128 on September 05, 2010, 12:29:52 am

Title: AXLE - 2011 Axe Platformer Contest
Post by: tloz128 on September 05, 2010, 12:29:52 am
So I'm finally posting a thread about my Axe parser contest entry. I do not know if I will finish it by the 16th (but most likely a demo will be done), and if that is the case I will continue to post progress afterward. I have attached the latest screenshot, showing off gravity and jumping (which is why it is in a very tall room). Please leave me feedback and give me suggestions about the game.

EDIT:
I'm reusing this topic for this year's contest entry, since I will be using the same sprites. However, I would like to assure everyone that it is an entirely new project and I'm working on it from scratch. I'm putting it here to show what the game is being based off of.

Also, It is being named AXLE. (spelled with all caps)
Title: Re: Axe Platformer (Contest Entry)
Post by: meishe91 on September 05, 2010, 12:31:38 am
That looks really cool! Good luck on getting the demo done :)

One question, why is it that when you hit your head on that platform that you continue to go up after you get out from under it?
Title: Re: Axe Platformer (Contest Entry)
Post by: tloz128 on September 05, 2010, 12:35:47 am
That looks really cool! Good luck on getting the demo done :)

One question, why is it that when you hit your head on that platform that you continue to go up after you get out from under it?
Thanks! As for the head thing, I liked it better with it like that (so yes, it is intentional). Do you think that I should change it?
Title: Re: Axe Platformer (Contest Entry)
Post by: DJ Omnimaga on September 05, 2010, 12:37:20 am
Wow nice! And yeah about what Meishe said, I was wondering that too. I think you should change it so it won't continue going up after hitting his head. Maybe do like Mario and have him go down immediately.

Also do a lot of backups in case, not just the Axe backup tool but also on the PC, in case.

Good luck! :)
Title: Re: Axe Platformer (Contest Entry)
Post by: tloz128 on September 05, 2010, 12:40:04 am
Wow nice! And yeah about what Meishe said, I was wondering that too. I think you should change it so it won't continue going up after hitting his head. Maybe do like Mario and have him go down immediately.

Also do a lot of backups in case, not just the Axe backup tool but also on the PC, in case.

Good luck! :)
Well, I will try it. But yeah, I've been backing up my files on my computer, so I don't think that I'll have to worry about that ;).
Title: Re: Axe Platformer (Contest Entry)
Post by: meishe91 on September 05, 2010, 12:44:05 am
Well in the end it's your choice of what you do. Just looked a little funny to me. I'd be happy with it just staying at that level once you hit something, instead of continuing up afterwards. But also not just drop down immediately.
Title: Re: Axe Platformer (Contest Entry)
Post by: tloz128 on September 06, 2010, 10:24:02 pm
update:
I've started working on entering doors/hitting spikes. also, I added in some animations
as always, screenie
Title: Re: Axe Platformer (Contest Entry)
Post by: Quigibo on September 06, 2010, 10:33:55 pm
Whoa, this is awesome.  Very nice sprites and animation.  That transition going through the door looks great as well.
Title: Re: Axe Platformer (Contest Entry)
Post by: tloz128 on September 06, 2010, 10:36:00 pm
^^ Thanks! Oh, and I forgot to mention that this is running in 6mhz mode, so speed almost definitely won't be an issue.
Title: Re: Axe Platformer (Contest Entry)
Post by: meishe91 on September 06, 2010, 10:41:06 pm
Looking very nice! :) I like the animation. What is the static in the beginning for? Also, it looks like you did DJ's idea on the hitting a platform.
Title: Re: Axe Platformer (Contest Entry)
Post by: Madskillz on September 06, 2010, 11:37:45 pm
Looks great keep up the progress your entry is looking good.
Title: Re: Axe Platformer (Contest Entry)
Post by: Builderboy on September 07, 2010, 01:21:05 am
These screenies are looking amazing :) Keep up the good work and good luck getting it into the contest in time!
Title: Re: Axe Platformer (Contest Entry)
Post by: DJ Omnimaga on September 07, 2010, 04:14:23 am
WOAH! THat's amazing! I love the physics and animations. Only thing, though, I would not use the static animation when starting the game (before the title screen), though, else people might think their calc crashed XD

Btw, I like how you managed to make the char move at intervals larger than 8 pixels. I tried this before and had troubles dealing with collision detection. Nice job on the whole thing so far and good luck working on it :)
Title: Re: Axe Platformer (Contest Entry)
Post by: tloz128 on September 12, 2010, 03:07:35 pm
well, I'm sorry to say that it looks like I probably won't have a demo in time for the deadline  :(
I'm encountering some strange glitches that I have no idea how to fix, however I will still be continuing to work on it.
Title: Re: Axe Platformer (Contest Entry)
Post by: meishe91 on September 12, 2010, 04:00:36 pm
Well I hope you are able to resolve them quick and get the demo done in time. Good luck!
Title: Re: Axe Platformer (Contest Entry)
Post by: DJ Omnimaga on September 12, 2010, 04:13:44 pm
Well, if you need help, just make sure to not use too much external source code from other people nor post yours. You can ask some questions, just as long as you don't use way too much help from people. After all, maybe you could be hit by an Axe bug. You could maybe describe what is happening in particular so people may be able to help. I hope you can get them resolved soon x.x
Title: Re: Axe Platformer (Contest Entry)
Post by: shmibs on September 12, 2010, 07:25:09 pm
/\dittoes
do what you can, but regardless im very looking forward to this
Title: Re: Axe Platformer (Contest Entry)
Post by: tloz128 on September 12, 2010, 08:30:07 pm
UPDATE!
I was able to fix the glitch that was confusing me. Here's a screenshot of the game running in a 24x16 room with a different tileset. However, while recording the gif I noticed that the text saying the score turned into the letter "a" when entering doors...
I need to fix that.

EDIT: wait, I think that thing with the score may be a bug in Axe (I don't know if it exists in the newest version- I used 0.4.3)
Title: Re: Axe Platformer (Contest Entry)
Post by: shmibs on September 12, 2010, 08:42:31 pm
his jumping looks like mario with the P upgrade!
glad to see things are working out. i especially love the door transition.
oh, and is that another sprite with his back turned when he walks through doors?
Title: Re: Axe Platformer (Contest Entry)
Post by: tloz128 on September 12, 2010, 08:48:08 pm
yup. I actually made a sprite sheet for him over the summer.
here is the spritesheet I am using. also, below the character are the two enemies I'm hoping to be able to put in the game.
Title: Re: Axe Platformer (Contest Entry)
Post by: DJ Omnimaga on September 12, 2010, 09:23:29 pm
WOW Awesome! Glad you got the problem sorted! Nice sprites too :)
Title: Re: Axe Platformer (Contest Entry)
Post by: ztrumpet on September 13, 2010, 07:39:20 am
Wow!  This looks great!  Wonderful job.  Good luck in the contest. ;D
Title: Re: Axe Platformer (Contest Entry)
Post by: tloz128 on September 18, 2010, 09:41:41 am
I just realized where the "A" came from. I had it so that it would display that when up was pressed(I did this when I couldn't get the doors to work). I forgot to take it out, though. It looks like it's in my contest entry as well. (so no, it wan't a glitch in Axe. Sorry Quigibo  :-X)
Title: Re: Axe Platformer (Contest Entry)
Post by: DJ Omnimaga on September 18, 2010, 12:32:21 pm
Ah ok I see. I thought you might have been accidentally storing stuff to L5 memory area during the game, causing the home screen to display that on exit. Btw has there been any progress on the game since the contest end?
Title: Re: Axe Platformer (Contest Entry)
Post by: tloz128 on September 18, 2010, 12:49:17 pm
Unfortunately, no there hasn't. I don't have a level editor for the game, and have been so far typing out the levels by hand x.x. My next goal for the project is to allow you to travel to different rooms from doors, which would first require me to type out the level data (which has been very tedious).
Title: Re: Axe Platformer (Contest Entry)
Post by: DJ Omnimaga on September 18, 2010, 01:54:23 pm
Ouch ok, yeah it might be better to write a level editor for that purpose. I myself can't be much help, though, as my previous attempt at writing a map editor in Axe was futile :(

Good luck!
Title: Re: Axe Platformer (Contest Entry)
Post by: matthias1992 on September 18, 2010, 05:28:08 pm
Good luck! This seems like a very, very intresting project...makes me think of something I always wanted to do, make Assassins Creed for the calc
/me runs of and learns Axe

seriously, wilst typing this I am getting my hopes back up!!! you've just showed it's possible :D
Title: Re: Axe Platformer (Contest Entry)
Post by: tloz128 on September 18, 2010, 06:02:37 pm
^^thanks! assassins creed, eh? that would be cool :D
Title: Re: Axe Platformer (Contest Entry)
Post by: DJ Omnimaga on September 18, 2010, 11:55:36 pm
That would be cool, although I never actually played that game yet. I should try it one day. Assassin Creed 2 seemed really cool. Is it RPG-ish?
Title: Re: Axe Platformer (Contest Entry)
Post by: meishe91 on September 19, 2010, 12:06:33 am
No, I wouldn't call it an RPG. It's an adventure game. You kinda need to play them in order though to understand what is going on fully.
Title: Re: Axe Platformer (Contest Entry)
Post by: DJ Omnimaga on September 19, 2010, 12:23:54 am
Aah ok. I will probably eventually check some Youtube vids to see, before buying it, in case it is not my favorite type of adventure 3D game
Title: Re: Axe Platformer (Contest Entry)
Post by: DJ Omnimaga on September 27, 2010, 01:12:17 am
Btw are you still planning to finish this?

Unfortunately for the contest I could not give a high score for the entertainment factor/replay value because the contest version only had one single room and nothing else, but I played it and I hope this gets finished eventually, because the engine is friggin amazing and it has a lot of potential for a ticalc.org feature! :)
Title: Re: Axe Platformer (Contest Entry)
Post by: DJ Omnimaga on October 10, 2010, 11:13:02 pm
/me pokes tloz128 for more progress, hoping he did not ditch this project completly D:
Title: Re: Axe Platformer (Contest Entry)
Post by: tloz128 on October 10, 2010, 11:28:01 pm
don't worry, I'll be working on it some more. I've just been a bit busy lately.
Title: Re: Axe Platformer (Contest Entry)
Post by: DJ Omnimaga on October 10, 2010, 11:39:46 pm
Ah ok good to hear you're still planning to continue it :D
Title: Re: Axe Platformer (Contest Entry)
Post by: tloz128 on May 14, 2011, 02:12:15 pm
Wow, I've delayed this a lot. My real problem with this was not having an effective way of creating levels. Because it was just getting too messy, I'm reworking the code from the beginning, and I'm working on a level editor in Java.

...so we'll see how this goes. ;)
Title: Re: Axe Platformer (Contest Entry)
Post by: DJ Omnimaga on May 14, 2011, 02:34:19 pm
At first I thought somebody was necroposting, but then I realized your avatar was different. I'M glad you still have plans to finish this, I was sad to see this die D:
Title: Re: Axe Platformer (Contest Entry)
Post by: leafy on May 14, 2011, 05:58:21 pm
Awesome :) I remember building the first scrolling Graviter using your engine ^^
Just a note, the way you did it in the source code you released was kind of inefficient, because it drew every single tile instead of just those that would be shown in the frame, so I used squidgetx's method later on.
Title: Re: Axe Platformer (Contest Entry)
Post by: tloz128 on May 14, 2011, 07:18:59 pm
Awesome :) I remember building the first scrolling Graviter using your engine ^^
Just a note, the way you did it in the source code you released was kind of inefficient, because it drew every single tile instead of just those that would be shown in the frame, so I used squidgetx's method later on.
Thanks. I do realize, looking in retrospect, that my engine was inefficient. If I remember correctly, though, I did that to keep a more stable framerate, though it probably just unnecessarily slowed things down. But, that's one of the reasons I'm rewriting it.

On another note, I'm making very good progress on my level editor. I'd say it's about halfway done!

Title: Re: Axe Platformer (Contest Entry)
Post by: shmibs on May 14, 2011, 07:22:45 pm
coolio!
keeping a stable framerate is difficult, and i'm kind of daunted by the prospect of working that out for blaster master.
i really liked the way this looked, particularly the character animations and walking through doors, so i can't wait to see what you do with it.
Title: Re: Axe Platformer (Contest Entry)
Post by: TIfanx1999 on May 15, 2011, 09:07:40 am
Hmmm... I seem to have missed this when it was initially posted. The screenies look quite nice I must say. Good luck with the re-write! =)
Title: Re: Axe Platformer (Contest Entry)
Post by: Munchor on May 15, 2011, 09:16:46 am
Woah this is looking very good, nice job!
Title: Re: AXLE - 2011 Axe Platformer Contest
Post by: tloz128 on May 18, 2011, 10:49:56 pm
If anybody did not read the edit in the first post, I am keeping the same thread as last year's entry due to the fact that I am using the sprites from it. However, it is being completely recoded from the ground up. Just picture it as a much more successful version of last year's game (which happens to be called Axle).

Moving on then, I've finally finished my level editor! Levels are saved as text files, which I then convert into 8xp files using a program from ticalc (found here: http://www.ticalc.org/archives/files/fileinfo/425/42541.html). The level editor asks for a room width and height when it is first opened. The rooms can have one of the following dimensions (in tiles):

12 x 8
12  x 32
16 x 24
24 x 16
32 x 12

I'm using the level editor for personal uses, and I don't think that I'll include it with the game, but let me know what you think of it. Also, remember to decompress the .zip file before running it... apparently the JVM has some problems with images inside of .zip files.
Title: Re: AXLE - 2011 Axe Platformer Contest
Post by: aeTIos on May 20, 2011, 02:54:21 am
Wuu! looks cool!
Title: Re: AXLE - 2011 Axe Platformer Contest
Post by: tloz128 on May 20, 2011, 10:08:16 pm
Alright, just a small update here. I've found and fixed some small bugs in my level editor, along with adding a new tileset to it. The download link to the updated version is below.

Anyway, the level editor is working beautifully and you can see it in the gif below in action. I've got a new, more efficient tilemapper set up and I've got gravity working now. Horizontal and upward collisions will come soon, though. Oh, and now I've gotten enemies to be displayed, which is what that little box with wheels is on the platform. And, like previous screenshots, this is running at 6mhz.

I've seen what people are planning for the contest, and I'm impressed, especially by all the physics-based games. My game (for the most part) has no physics, but I intend to make up for that with artwork and level design. Good luck everybody! :)

Oh, and in case anybody was wondering, at the end I'm running on top of random sections of RAM.
Title: Re: AXLE - 2011 Axe Platformer Contest
Post by: Munchor on May 20, 2011, 10:09:13 pm
I've seen what people are planning for the contest, and I'm impressed, especially by all the physics-based games. My game (for the most part) has no physics, but I intend to make up for that with artwork and level design. Good luck everybody! :)

I'm impressed by your last screenshot too, that's looking really good :D
Title: Re: AXLE - 2011 Axe Platformer Contest
Post by: Jonius7 on May 20, 2011, 11:34:46 pm
Wow that's a great platformer with great graphics, mine'll look so drab compared.
Title: Re: AXLE - 2011 Axe Platformer Contest
Post by: tloz128 on May 22, 2011, 06:07:08 pm
Thanks everybody! Oh, and I'm sure your platformer will be awesome jhgenius. :)

Just a small update here. I had a RAM crash, which put me behind a few hours of work. Grrr...
...but I recovered and have taken proper precautions to make sure I don't lose any code again. Also, I've now got more collisions working and I've been optimizing. Here's my progress, with a screenshot, of course.
Title: Re: AXLE - 2011 Axe Platformer Contest
Post by: Ashbad on May 22, 2011, 06:08:44 pm
looks awesome :D I think that so far, yours is the best-looking and most complete non-physics platformer in the contest :D I think you have a great chance of winning.  Keep it up!
Title: Re: AXLE - 2011 Axe Platformer Contest
Post by: yunhua98 on May 22, 2011, 06:11:59 pm
his games has physics, right?
Title: Re: AXLE - 2011 Axe Platformer Contest
Post by: Ashbad on May 22, 2011, 06:12:38 pm
his games has physics, right?

well, in the sense that it's not physics-heavy, like mine or Bboy's entries.
Title: Re: AXLE - 2011 Axe Platformer Contest
Post by: TIfanx1999 on May 22, 2011, 08:27:08 pm
Thanks everybody! Oh, and I'm sure your platformer will be awesome jhgenius. :)

Just a small update here. I had a RAM crash, which put me behind a few hours of work. Grrr...
...but I recovered and have taken proper precautions to make sure I don't lose any code again. Also, I've now got more collisions working and I've been optimizing. Here's my progress, with a screenshot, of course.
Very nice! It's looking quite mario-esque to me. =)
Title: Re: AXLE - 2011 Axe Platformer Contest
Post by: BrownyTCat on May 23, 2011, 09:53:54 am
Thanks everybody! Oh, and I'm sure your platformer will be awesome jhgenius. :)

Just a small update here. I had a RAM crash, which put me behind a few hours of work. Grrr...
...but I recovered and have taken proper precautions to make sure I don't lose any code again. Also, I've now got more collisions working and I've been optimizing. Here's my progress, with a screenshot, of course.
Looks freaking awesome, Axe's backup feature is incredibly useful and safe.
Title: Re: AXLE - 2011 Axe Platformer Contest
Post by: aeTIos on May 23, 2011, 10:54:59 am
Gr... Gr... Great!
Title: Re: AXLE - 2011 Axe Platformer Contest
Post by: tloz128 on May 24, 2011, 12:07:25 am
Another small update: I've gotten the enemies to actually move at this point. I've also added in death animations and a life count (which is why the program ends after three deaths). However, I'm having a bit of a dilemma. Though the program is running alright right now, the keys are beginning to act a bit unresponsive due to lag. This will be made much worse with other additions to the code. I'm still trying my best to optimize, but at this point there's not too much to optimize left. I'm considering making this a 15mhz game, but should I also release a watered-down 6mhz version alongside of it? Thoughts?
Title: Re: AXLE - 2011 Axe Platformer Contest
Post by: TIfanx1999 on May 24, 2011, 04:47:51 am
I'm always of the opinion that the game should work well with as many platforms as possible. As of right now, the only TI-83+ family calculators that I own (even though they are loaned out at the moment...) are 6mhz. I also see it as greater accomplishment if something runs really well on a slower machine. It speaks very highly of the coder's skills. :D If it gets to the point where 6Mhz mode is causing a large negative impact on playability and there isn't anything you can do about it, I'd say switch it to 15Mhz. No one wants to play an unresponsive or sluggish game, especially a platformer, where reaction time is key.
Title: Re: AXLE - 2011 Axe Platformer Contest
Post by: aeTIos on May 24, 2011, 06:45:16 am
Ouch, cooool!
Title: Re: AXLE - 2011 Axe Platformer Contest
Post by: shmibs on May 24, 2011, 08:42:14 am
at present it looks delicious, and i'm certain that there's something in there that can still be optimised. try looking at larger issues like code flow and reusing variables rather than just looking at small sections on there own. it's still faster than the old version right now, and that's with moving enemies included, so i'm certain you'll be able to manage XD
and yes, the scenery/setting do look wonderful. good luck!
Title: Re: AXLE - 2011 Axe Platformer Contest
Post by: yunhua98 on May 24, 2011, 12:18:46 pm
I think you should try optimizing it first.  ;)  If you can't do much more, look at the optimization guide and ask Runer.  ;)

if you can't do it no matter what, then switch it to 15 mHz.

anyway, uit looks great!  to think my game is too fast ATM.  XD
Title: Re: AXLE - 2011 Axe Platformer Contest
Post by: yrinfish on May 24, 2011, 02:45:34 pm
Wow, That's awesome.
Title: Re: AXLE - 2011 Axe Platformer Contest
Post by: tloz128 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.
Title: Re: AXLE - 2011 Axe Platformer Contest
Post by: TIfanx1999 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
Title: Re: AXLE - 2011 Axe Platformer Contest
Post by: leafy 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.
Title: Re: AXLE - 2011 Axe Platformer Contest
Post by: tloz128 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!
Title: Re: AXLE - 2011 Axe Platformer Contest
Post by: BrownyTCat on May 30, 2011, 06:59:55 pm
Dear god O_O/me has given up on the contest.
Title: Re: AXLE - 2011 Axe Platformer Contest
Post by: Ashbad 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.
Title: Re: AXLE - 2011 Axe Platformer Contest
Post by: aeTIos on June 01, 2011, 04:52:51 am
EPIC AWESOME!
Title: Re: AXLE - 2011 Axe Platformer Contest
Post by: DJ Omnimaga 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 :)
Title: Re: AXLE - 2011 Axe Platformer Contest
Post by: tloz128 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?
Title: Re: AXLE - 2011 Axe Platformer Contest
Post by: leafy on June 14, 2011, 12:21:36 am
Put AxesOn after the Axiom(CRABCAKE)
Title: Re: AXLE - 2011 Axe Platformer Contest
Post by: yunhua98 on June 14, 2011, 02:16:09 am
wow! its come a long way!
Title: Re: AXLE - 2011 Axe Platformer Contest
Post by: leafy on June 14, 2011, 02:30:12 am
Yeah, this is looking really fantastic ^^
Title: Re: AXLE - 2011 Axe Platformer Contest
Post by: TIfanx1999 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?!?
Title: Re: AXLE - 2011 Axe Platformer Contest
Post by: tloz128 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.
Title: Re: AXLE - 2011 Axe Platformer Contest
Post by: ralphdspam on June 16, 2011, 04:47:04 pm
O.O That looks awesome!  That is quite intimidating, though...
Title: Re: AXLE - 2011 Axe Platformer Contest
Post by: leafy 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. ><
Title: Re: AXLE - 2011 Axe Platformer Contest
Post by: TIfanx1999 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?
Title: Re: AXLE - 2011 Axe Platformer Contest
Post by: Chockosta 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).
Title: Re: AXLE - 2011 Axe Platformer Contest
Post by: TIfanx1999 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. ^^
Title: Re: AXLE - 2011 Axe Platformer Contest
Post by: Chockosta on June 17, 2011, 04:52:47 am
Sure, but I have a 83+, and all with my progs, it remains ~10 KB
Title: Re: AXLE - 2011 Axe Platformer Contest
Post by: tloz128 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?
Title: Re: AXLE - 2011 Axe Platformer Contest
Post by: Phero on June 17, 2011, 10:55:27 am
I would absolutely love to see this project come to fruition.
Title: Re: AXLE - 2011 Axe Platformer Contest
Post by: tloz128 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.
Title: Re: AXLE - 2011 Axe Platformer Contest
Post by: Chockosta 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 :)

Title: Re: AXLE - 2011 Axe Platformer Contest
Post by: tloz128 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:
(http://img20.mediafire.com/3073ddb6e0491801810409b37bb3282aeda33eeb1bcdbaf4635598393ff153555g.jpg)

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.
Title: Re: AXLE - 2011 Axe Platformer Contest
Post by: shmibs 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).
Title: Re: AXLE - 2011 Axe Platformer Contest
Post by: tloz128 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.
Title: Re: AXLE - 2011 Axe Platformer Contest
Post by: ztrumpet on June 20, 2011, 06:31:21 pm
Wow, that's awesome!  Wonderful job, tloz.  Wow. :D
Title: Re: AXLE - 2011 Axe Platformer Contest
Post by: BrownyTCat 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.
Title: Re: AXLE - 2011 Axe Platformer Contest
Post by: tloz128 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.
Title: Re: AXLE - 2011 Axe Platformer Contest
Post by: Stefan Bauwens on June 26, 2011, 03:15:11 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:
(http://img20.mediafire.com/3073ddb6e0491801810409b37bb3282aeda33eeb1bcdbaf4635598393ff153555g.jpg)

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.
This is looks good. Great work.
Title: Re: AXLE - 2011 Axe Platformer Contest
Post by: shmibs on June 26, 2011, 05:02:52 pm
hmm, that seems a bit slow-paced for some reason. still, it's the first two levels and i'm watching it rather than playing, which makes a big difference. just make sure to add in puzzle elements or something to make later levels more challenging. level design can be the most difficult part of any game, but i know you'll be able to come up with something good. you have something great already, and it can only get better. =D
Title: Re: AXLE - 2011 Axe Platformer Contest
Post by: yunhua98 on June 26, 2011, 07:05:15 pm
Wow.  I voted for this game last year, I'm ready to vote for it again, it's even better!  :D
Title: Re: AXLE - 2011 Axe Platformer Contest
Post by: tloz128 on July 12, 2011, 11:39:04 pm
I've finished designing all four levels, and the game weighs in at over 19,000 bytes. :o
Title: Re: AXLE - 2011 Axe Platformer Contest
Post by: TIfanx1999 on July 13, 2011, 12:00:29 am
So is your entry finished? That would be great! :D Also, a level editor for external levels would be a nice addition(perhaps when the contest is over ;)).
Title: Re: AXLE - 2011 Axe Platformer Contest
Post by: tloz128 on July 13, 2011, 12:28:51 am
So is your entry finished? That would be great! :D Also, a level editor for external levels would be a nice addition(perhaps when the contest is over ;)).
It's pretty much done. I just need to make some final touches.
As for a level editor, that would be more difficult. I'll post a link to the final editor after the contest, and it can be used in conjunction with the source code to make custom levels. :)
Title: Re: AXLE - 2011 Axe Platformer Contest
Post by: TIfanx1999 on July 13, 2011, 05:51:58 am
Good too hear. :) Make sure to test it thoroughly before submitting it. No one wants a buggy entry. D:
Title: Re: AXLE - 2011 Axe Platformer Contest
Post by: tloz128 on July 15, 2011, 02:46:29 pm
It's finished!
------------------------------------
(taken from the README)

AXLE is a platformer for TI-83+ calculators created in the Axe programming language.
It can be run through the DoorsCS shell (http://www.ticalc.org/archives/files/fileinfo/430/43068.html).

There are four stages that must be traversed through:
-Razor Forest
-Underground Acrobatics
-Pipeline Plummet
-Myriad City

Orbs are collected on the way. 100 orbs gives the player an extra life.
+ signs give the player health.

There are two types of enemies:
-Stompers
-Treads

Both are very nasty and can be destroyed by being jumped on.


---Controls---

Left and Right Arrows: Move Left and Right
Up Arrow:    Enter Door
2nd:           Jump
Mode:         Pause
Clear:          Exit
Title: Re: AXLE - 2011 Axe Platformer Contest
Post by: p2 on July 15, 2011, 02:53:05 pm
The disappearing looks exaktly like the one in StickNinja

The rest looks great!
Title: Re: AXLE - 2011 Axe Platformer Contest
Post by: yunhua98 on July 15, 2011, 02:53:21 pm
wow, this has a really good chance in the contest and an almost-definite feature.  O.O
Title: Re: AXLE - 2011 Axe Platformer Contest
Post by: fb39ca4 on July 15, 2011, 03:39:03 pm
This looks great! You have a great chance of winning the contest!
Title: Re: AXLE - 2011 Axe Platformer Contest
Post by: Munchor on July 24, 2011, 10:21:51 am
I tried this game for the contest. Very good game, I was confused by all the doors but the graphics and the gameplay are great!
Title: Re: AXLE - 2011 Axe Platformer Contest
Post by: tloz128 on July 25, 2011, 09:28:15 pm
I tried this game for the contest. Very good game, I was confused by all the doors but the graphics and the gameplay are great!
Thanks. It's the point of the game to be confusing... I like really hard games (as you can probably guess I am a fan of a lot of the old NES platformers :)).
Title: Re: AXLE - 2011 Axe Platformer Contest
Post by: leafy on July 25, 2011, 09:29:01 pm
TLOZ do you mind compiling AXLE for Ion? I can't use DoorsCS anymore :/
Title: Re: AXLE - 2011 Axe Platformer Contest
Post by: annoyingcalc on July 25, 2011, 09:31:50 pm
Why not but I can compile it if you want
Title: Re: AXLE - 2011 Axe Platformer Contest
Post by: leafy on July 25, 2011, 09:32:22 pm
annoyingorange that'd be much appreciated ^^
Title: Re: AXLE - 2011 Axe Platformer Contest
Post by: annoyingcalc on July 25, 2011, 09:33:29 pm
ok Ill post it in a sec

sending
Title: Re: AXLE - 2011 Axe Platformer Contest
Post by: tloz128 on July 25, 2011, 09:39:40 pm
TLOZ do you mind compiling AXLE for Ion? I can't use DoorsCS anymore :/
I can't get to my calculator at the moment, but the source code is included with the .zip file. All you need to do is include crabcake and it can be compiled to work with whatever shell you choose. I compiled it for DoorsCS because I figured Doors needed more exclusives to compete with other shells, and I truly believe that it is a superior shell.
Title: Re: AXLE - 2011 Axe Platformer Contest
Post by: annoyingcalc on July 25, 2011, 09:45:54 pm
Sorry leafiness0but I get invalid token I anarchive all and still wont lead me to where the error is but Iam still trying


FIXED IT SENDING TO COMPUTER!
Title: Re: AXLE - 2011 Axe Platformer Contest
Post by: tloz128 on July 25, 2011, 09:49:01 pm
Sorry leafiness0but I get invalid token I anarchive all and still wont lead me to where the error is but Iam still trying
Yeah, that was a problem with Axe, not my source code. I didn't have time to update my source code for 1.0.0. :/
Title: Re: AXLE - 2011 Axe Platformer Contest
Post by: annoyingcalc on July 25, 2011, 09:57:52 pm
Here it is