Author Topic: AXLE - 2011 Axe Platformer Contest  (Read 22665 times)

0 Members and 1 Guest are viewing this topic.

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55941
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: Axe Platformer (Contest Entry)
« Reply #30 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

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55941
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: Axe Platformer (Contest Entry)
« Reply #31 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! :)

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55941
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: Axe Platformer (Contest Entry)
« Reply #32 on: October 10, 2010, 11:13:02 pm »
* DJ Omnimaga pokes tloz128 for more progress, hoping he did not ditch this project completly D:

Offline tloz128

  • LV6 Super Member (Next: 500)
  • ******
  • Posts: 324
  • Rating: +58/-6
  • I feel asleep.
    • View Profile
Re: Axe Platformer (Contest Entry)
« Reply #33 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.
Naaa... Na Nah Na Nana Na Nah... Hey Jude!

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55941
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: Axe Platformer (Contest Entry)
« Reply #34 on: October 10, 2010, 11:39:46 pm »
Ah ok good to hear you're still planning to continue it :D

Offline tloz128

  • LV6 Super Member (Next: 500)
  • ******
  • Posts: 324
  • Rating: +58/-6
  • I feel asleep.
    • View Profile
Re: Axe Platformer (Contest Entry)
« Reply #35 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. ;)
Naaa... Na Nah Na Nana Na Nah... Hey Jude!

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55941
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: Axe Platformer (Contest Entry)
« Reply #36 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:

Offline leafy

  • CoT Emeritus
  • LV10 31337 u53r (Next: 2000)
  • *
  • Posts: 1554
  • Rating: +475/-97
  • Seizon senryakuuuu!
    • View Profile
    • keff.me
Re: Axe Platformer (Contest Entry)
« Reply #37 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.
« Last Edit: May 14, 2011, 05:59:06 pm by leafiness0 »
In-progress: Graviter (...)

Offline tloz128

  • LV6 Super Member (Next: 500)
  • ******
  • Posts: 324
  • Rating: +58/-6
  • I feel asleep.
    • View Profile
Re: Axe Platformer (Contest Entry)
« Reply #38 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!

Naaa... Na Nah Na Nana Na Nah... Hey Jude!

Offline shmibs

  • しらす丼
  • Administrator
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2132
  • Rating: +281/-3
  • try to be ok, ok?
    • View Profile
    • shmibbles.me
Re: Axe Platformer (Contest Entry)
« Reply #39 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.

Offline TIfanx1999

  • ಠ_ಠ ( ͡° ͜ʖ ͡°)
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 6173
  • Rating: +191/-9
    • View Profile
Re: Axe Platformer (Contest Entry)
« Reply #40 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! =)

Offline Munchor

  • LV13 Extreme Addict (Next: 9001)
  • *************
  • Posts: 6199
  • Rating: +295/-121
  • Code Recycler
    • View Profile
Re: Axe Platformer (Contest Entry)
« Reply #41 on: May 15, 2011, 09:16:46 am »
Woah this is looking very good, nice job!

Offline tloz128

  • LV6 Super Member (Next: 500)
  • ******
  • Posts: 324
  • Rating: +58/-6
  • I feel asleep.
    • View Profile
Re: AXLE - 2011 Axe Platformer Contest
« Reply #42 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.
Naaa... Na Nah Na Nana Na Nah... Hey Jude!

Offline aeTIos

  • Nonbinary computing specialist
  • LV12 Extreme Poster (Next: 5000)
  • ************
  • Posts: 3915
  • Rating: +184/-32
    • View Profile
    • wank.party
Re: AXLE - 2011 Axe Platformer Contest
« Reply #43 on: May 20, 2011, 02:54:21 am »
Wuu! looks cool!
I'm not a nerd but I pretend:

Offline tloz128

  • LV6 Super Member (Next: 500)
  • ******
  • Posts: 324
  • Rating: +58/-6
  • I feel asleep.
    • View Profile
Re: AXLE - 2011 Axe Platformer Contest
« Reply #44 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.
« Last Edit: May 20, 2011, 10:09:12 pm by tloz128 »
Naaa... Na Nah Na Nana Na Nah... Hey Jude!