Omnimaga
Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: collechess on September 18, 2011, 07:14:30 pm
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After being inactive pretty much the whole summer, I have decided to port the java game Bouncedown. The screenie shows whats finished so far.
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This looks pretty good! What do you have left to add?
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In the original there's trampolines and treadmills and stuff.
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Looks nice! Trampolines and treadmills would be really nice if you could do that.
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That looks awesome so far. Good luck adding the rest of the stuff. :)
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oh, I love that game on my iPod! Good luck, I can't wait to download it. ;)
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Nice! I loved that game.
Is this Axe or assembly?
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Nice! I loved that game.
Is this Axe or assembly?
^^
Looks good! Also you might want to consider adding your own game elements, such as coins, enemies (this is where it's at), power-ups, awesome sprite animations (not that those don't look good), realistic gravity, etc.
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Its in Axe. And it will probably be a pretty small game, though I'm going to try to add better physics, animations, and trampolines and treadmills.
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You might be interested in some of BuilderBoy's physics tutorials. Some one should write a sprite animations tutorial one of these days. Like, how to make good ones.
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The goal is the opposite from poppyjump on android phones or ipod touches lol
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I'm going to try to add different kinds of platforms, however I don't really know how. Right now all of the collisions are through pxl-Test. Is there any other way to do collisions without creating a full tilemap so that it finds what kind of platform it is?
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Talk to either squidgetx, leafiness0, or BuilderBoy (probably builderboy) about physics collisions. I think some adaptation of SquidgetX's technique for Stick Ninja is what you're after.
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Because the code is a complete mess, I'm recoding the entire engine. :( I think I know a way to process different collisions though, plus the new engine is a lot smoother.
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I hate rewriting things. Good luck.