Omnimaga
Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: yunhua98 on December 07, 2010, 11:14:51 pm
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Well, I nade a Falldown game the other day, but I wanted to stand out, so I used ztrumpet's old idea and made it into a dual falldown game. 2nd and mode to move the black ball, left and right to move the white ball. This game is impossible on Emu. :P
Anyway, there's a nice easter egg at the end, and there is a teacher key [Del]. hold 2nd and up to keep going. ;)
the game also speeds up after a while. ;)
A0FALSRC is the source, and FALLDOWN is the game.
screenie attached
EDIT: [Del] makes the calc look like its off.
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Nice, but I wonder how you will make sure that you just won't merge both balls together and press keys at once? Are you gonna add some collision detection to force the player to sometimes have to move one of the ball through another hole? Maybe have one of the ball so it cannot go through certain holes and the other one through others (black bar). Good job so far, though. :)
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If the balls had collision detection between one another that would certainly make it more difficult, as would having holes which only a certain ball could pass through. What about variable speed, would that be doable?
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Nice game! Is there a list of shortcut keys of WabbitEmu?
Also, losing the game everytime isn't fun for me, it's cool to lose the game when we're not expecting it and in very "wow, not expecting this" situations. :D That's just my brain thinking.
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Different ball speed seems like a good idea too.
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Great job! I'm glad this concept finally got finished! Thanks for that and for a great game. ;D
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Great job! I'm glad this concept finally got finished! Thanks for that and for a great game. ;D
What about two falldowns in the screen with two balls each?
A mixture between Simul and Dual Falldown!!
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Great job! I'm glad this concept finally got finished! Thanks for that and for a great game. ;D
What about two falldowns in the screen with two balls each?
A mixture between Simul and Dual Falldown!!
I could add that as another mode. ;)
as for merging the two balls together, thats harder than you'd think. Although I could make that as another mode.
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Would having one ball be able to go through plain black blocks and the other through holes be hard to implement?
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Would having one ball be able to go through plain black blocks and the other through holes be hard to implement?
no, that would be an interesting mode as well. ;)
btw, I just finished the split screen dual falldown, maybe upload on Tomorrow or Sunday. ;)
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Cool, I can't wait to play :D
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This is one of those perfect projects for linking.
EDIT: What about a "force-field" mode, where the two balls can't get near each other. Maybe like a 5px force-field so that they have to be 10px apart?
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Oh that sounds like a great idea, what do you think Yunhua98?
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This is one of those perfect projects for linking.
EDIT: What about a "force-field" mode, where the two balls can't get near each other. Maybe like a 5px force-field so that they have to be 10px apart?
That's great, like magnetic fields repelling each other.
:D
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cool, maybe I should release each mode as a separate game, since with all these modes it could take up a lot of memory and slow the program down as one program.
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Ah, right, that could be an idea. You could maybe include a version packaging all 3 games and all games separate, like what Calc84maniac did with Chips CHallenge.
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Well, now that I got TI-Connect working, heres the dual screen version. ;)
same controls ;)
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Nice idea, DJ Omnimaga.
I like this. I tried a similar idea a while back, but I failed. :(
Oh well. I should probably go work on Window Maze.
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Actually this is Yunhua98 project, not mine. :P (I haven't coded anything in months D:)
Looks nice Yunhua! The right ball seems to go through the floor slightly, though. You might want to fix that.
c.sprinkle I saw the topic listed, I'll probably check soon. :)
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Hey Yunhua98, that looks pretty darn cool! =)
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Looks good yunhua98! But in the screenshot it seems like the balls drop before actually reaching the hole.
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Nice, I love split screens ;)
Looks good, but I see what guy6020665 said. Are you checking for collision at the middle of the sprite? You could fix the problem by checking at both ends instead.
Also, the balls sometimes seem to get stuck halfway down a platform. Just a tip: easiest fix would be to make the platforms thinner. It'd also make the game slightly harder, too.
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Actually, I made the ball fall before it actually reach the hole on purpose, because its just more realistic, if you had a ball with half on a platform and half off, and its just stopped rolling towards the hole, what do you think it'd do? :D Fall!
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Good point. Can I suggest checking one or two pixels from the edge, in that case? Just to make it more realistic. It's a bit slower than checking just once, but I'm assuming you still have a lot of speed tied up in Pause ;D
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Good point. Can I suggest checking one or two pixels from the edge, in that case? Just to make it more realistic. It's a bit slower than checking just once, but I'm assuming you still have a lot of speed tied up in Pause ;D
I'll look in to that, the speed lost will be compensated for the difficulty gained, hopefully. ;)