Author Topic: Jump  (Read 17622 times)

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Offline Hayleia

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Re: mrmprog's game
« Reply #15 on: July 28, 2011, 04:15:02 am »
Well, it depends on what you want the effect to be. I added an image to figure out. The horiznotal line is a line and the vertical line is the "smiley sprite". "Chan" means "Change" but I dindn't have the space.
If you use Pt-Change, the common pixels will be white.
If you use Pt-On, the common pixels will be common pixels, black.
I don't know what you want your game to look like, so, choose ;D

EDIT: crap ! my image is ridiculously small !
EDIT 2: image changed
« Last Edit: July 28, 2011, 04:19:42 am by Hayleia »
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Offline LincolnB

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Re: mrmprog's game
« Reply #16 on: July 28, 2011, 11:16:34 am »
@buttsfredkin Thank you for the code, but I already did that using the score counter.

ok. ;) might want to edit the first post
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Offline p2

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Re: mrmprog's game
« Reply #17 on: July 28, 2011, 12:36:03 pm »
Try it with a 8x12 white space behind your smiley.




Or, better idea:

Make the smiley 12x12
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Offline mrmprog

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Re: mrmprog's game
« Reply #18 on: July 28, 2011, 11:56:42 pm »
Ok, I updated the first post to have the source and the most recent executable. About the sprites.

Right now, I have this:
Code: [Select]
Pt-change(A,B,Pic1+E)
DispGraph
Pt-change(A,B,Pic1+E)
So that the lines are not erased when the pixel testing part comes.
If there is a better way to do that with an 8*8 sprite, please let me know. I am also thinking of adding fire so that when you die, you fall into flames. Powerups, like a rocket that would cancel out gravity, or springs which would make you jump further, are also being considered. I may also add an enemy mode, where "ghosts" would eat lines, or try to shove you off. Let me know if you approve of these ideas.
 

Offline chattahippie

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Re: mrmprog's game
« Reply #19 on: July 29, 2011, 12:37:13 am »
Ok, I updated the first post to have the source and the most recent executable. About the sprites.

Right now, I have this:
Code: [Select]
Pt-change(A,B,Pic1+E)
DispGraph
Pt-change(A,B,Pic1+E)
So that the lines are not erased when the pixel testing part comes.
If there is a better way to do that with an 8*8 sprite, please let me know. I am also thinking of adding fire so that when you die, you fall into flames. Powerups, like a rocket that would cancel out gravity, or springs which would make you jump further, are also being considered. I may also add an enemy mode, where "ghosts" would eat lines, or try to shove you off. Let me know if you approve of these ideas.
 

Sounds awesome!  From the screenies, this seems really promising! May I suggest a controllable jump?  The longer the jump button is held, the higher the character jumps, with a max jump cap of course.

Offline Hayleia

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Re: mrmprog's game
« Reply #20 on: July 29, 2011, 03:34:37 am »
I am not sure of what I am going to say !
I think that in the newer versions of Axe we can display sprites directly on the screen, so, your lines would be erased on the screen but not on the buffer. And a simple DispGraph would put back the lines to the screen.
I don't know if that function exists so I can't say how to use it either.
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Offline mrmprog

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Re: mrmprog's game
« Reply #21 on: July 29, 2011, 05:29:56 am »
If there was a "draw to screen" thing, that would be perfect! However, I am still using 0.5.3 because 1.0.X crashed my calc. Perhaps it would be possible to do some buffer stuff to achieve the same goal. Currently the jumping is semi-controllable. Since you can only jump if you are on a platform, you can perform "long jumps" if you stand under a stack of platforms, and you will climb to the top quickly if you hold 2nd. If you let go of 2nd in the middle of a "long jump" you can stop at a platform along the way.  It would be interesting if I could implement more controllable jumps. Btw, the latest version has a menu, I will release it later.

Offline p2

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Re: mrmprog's game
« Reply #22 on: July 29, 2011, 05:41:42 am »
would sounds be possible, or is that too hard to program?

freq( ?? , ??
« Last Edit: July 29, 2011, 05:42:49 am by p2 »
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Offline mrmprog

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Re: mrmprog's game
« Reply #23 on: July 29, 2011, 05:42:14 am »
I have no idea, I have never done anything with sound :)
Sound would be awesome...
« Last Edit: July 29, 2011, 05:43:26 am by mrmprog »

Offline Hayleia

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Re: mrmprog's game
« Reply #24 on: July 29, 2011, 06:21:36 am »
Another idea !
You could put the lines in the main buffer and put the guy in the back buffer and use a DispGraphr.
If it is not in a fast loop, it won't be greyscale, I think. But I am a noob at it so I'm not sure.
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Offline p2

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Re: mrmprog's game
« Reply #25 on: July 29, 2011, 06:28:31 am »
I haven't found a tutorial for sound, too.




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You are sitting in the ugliest face in the pacific!


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« Last Edit: July 29, 2011, 06:37:16 am by p2 »
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Offline Hayleia

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Re: mrmprog's game
« Reply #26 on: July 29, 2011, 09:21:53 am »
No, I don't want to be an eggplant.
Let's get back on topic.
Mrmprog, I found a solution !!!
StorePic copies the main buffer(MB) to the back buffer(BB) and RecallPic makes the contrary !
So, you have the lines on the MB, make StorePic, then use Pt-On and DispGraph and finally RecallPic to get your lines back on the MB !!!! :w00t:
(but maybe it will be slow)
I own: 83+ ; 84+SE ; 76.fr ; CX CAS ; Prizm ; 84+CSE
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Offline mrmprog

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Re: mrmprog's game
« Reply #27 on: July 29, 2011, 09:45:39 am »
I will try it! Also, when you die, you fall into flames!

Offline Hayleia

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Re: mrmprog's game
« Reply #28 on: July 29, 2011, 10:50:33 am »
Good update ! The flame animation is awesome !
For the highscore appvar, I don't think GetCalc(Str3,[])->? would work. You have to write the name of the appvar each time you use GetCalc, not redirect it to a pointer (I think)
« Last Edit: July 29, 2011, 10:51:00 am by Hayleia »
I own: 83+ ; 84+SE ; 76.fr ; CX CAS ; Prizm ; 84+CSE
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Offline mrmprog

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Re: mrmprog's game
« Reply #29 on: July 29, 2011, 10:53:07 am »
Are you sure? I think I got that code from the Axe documentation. Did the highscores work for you?