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Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: mrmprog on July 27, 2011, 02:51:18 am

Title: Jump
Post by: mrmprog on July 27, 2011, 02:51:18 am
This is my first attempt at something big in Axe. You jump around and try not to fall. Yay! I am going to try and make this a full game.





(http://img.removedfromgame.com/imgs/0-jump.gif)
It looks better on calc. Thanks to Eeems, Darl, Hayleia, FinaleTI, Builderboy,and p2 for help.  I need to somehow make it so impossible places can't happen. If anyone has a solution to this problem, please let me know. I will be fine tuning things, improving code and the such meanwhile. Please give me feedback, as this is my first Axe project.


Controls:2nd to jump, left and right to move, enter to select stuff, clear to exit or skip stuff.

Title: Re: mrmprog's game
Post by: Sitarknight on July 27, 2011, 04:57:47 am
Looks pretty good man, I like it
Title: Re: mrmprog's game
Post by: mrmprog on July 27, 2011, 09:28:06 am
Glad you like it :) Yay, updates! I made platforms more "regular", a new sprite for falling/jumping, you can jump further, and dying is... different.

Next: Highscores, a menu, and a death animation.
Maybe Next: Title screen.
Title: Re: mrmprog's game
Post by: p2 on July 27, 2011, 10:02:13 am
looks not bad - it looks good!
You may add, that the lines are just possible to be at every trind line of the screen, or something like this. (then they are not like giant, grey blocks of 4 or 5 lines)

I think, A ball or a smiley would be a better than a stickfigure. (you can't really see, what the pic is; ih's hard in cause of the grey lines)
Title: Re: mrmprog's game
Post by: mrmprog on July 27, 2011, 10:03:59 am
Yeah, I might change that. What would look best in your opinion?

Edit: I made some smiley sprites and they look much better, thanks :)

Tommorow, I will post another screenshot with the new sprites.
Title: Re: mrmprog's game
Post by: p2 on July 27, 2011, 10:30:45 am
I thought of something like this:



Now, your Program makes that:
Quote
--  -  - -  - --- -

-- - ---- - --- --
-- - - - -  --  --


- - -- - ---- --
----- -- - ---- -

- - --  --- -- -

--- --- --  -- -

--- --- - -- -- 
-- ---- - - ----



If you make it like this:
Code: [Select]
:rand^16 -> A           //A is the Y-coord of the line
4*(A) -> A

the game would look like that:
Quote
--  -  - -  - --- -



-- - ---- - --- --



-- - - - -  --  --



- - -- - ---- --



----- -- - ---- -



- - --  --- -- -



- - --  --- -- -



--- --- --  -- -



--- --- - -- -- 



-- ---- - - ----

It will be better like that, because else there are giant grey blocks of 3 or 4 lines, each one intersecting each other.


With this you'll get the best results iv you use many lines.





Another idea:
Try to use
:pt-off(X,Y,[FFFFFFFFFFFFFFFF])
:pt-on(X,Y,[code of smiley])
It'll make a white space behind the smiley, so that you can see it better.
Title: Re: mrmprog's game
Post by: Hayleia on July 27, 2011, 11:36:56 am
Another idea:
Try to use
:pt-off(X,Y,[FFFFFFFFFFFFFFFF])
:pt-on(X,Y,[code of smiley])
It'll make a white space behind the smiley, so that you can see it better.
For that idea, a
Pt-Off(X,Y,[code of smiley or pointer]
would be enough as "Pt-Off" puts a sprite but erases what there is at the location before.
Title: Re: mrmprog's game
Post by: Ashbad on July 27, 2011, 12:32:52 pm
Another idea:
Try to use
:pt-off(X,Y,[FFFFFFFFFFFFFFFF])
:pt-on(X,Y,[code of smiley])
It'll make a white space behind the smiley, so that you can see it better.
For that idea, a
Pt-Off(X,Y,[code of smiley or pointer]
would be enough as "Pt-Off" puts a sprite but erases what there is at the location before.

No it doesn't.  Pt-Off() simply XORs the sprite in parameter slot 3 against the said place on the buffer, it doesn't clear the space behind it first.
Title: Re: mrmprog's game
Post by: Hayleia on July 27, 2011, 02:18:46 pm
No it doesn't.  Pt-Off() simply XORs the sprite in parameter slot 3 against the said place on the buffer, it doesn't clear the space behind it first.
Wut ? Weren't you confused with Pt-Change ?
Here is a screenie of Commands.htm
Or maybe I'm wrong because of a grayscale story. I don't know anything to grayscale.
Title: Re: mrmprog's game
Post by: Ashbad on July 27, 2011, 04:01:37 pm
Oh, my bad, you are correct.  I remember that Pt-Off used to mean it XORed it against the buffer,  I guess that has recently changed.
Title: Re: mrmprog's game
Post by: calcdude84se on July 27, 2011, 04:37:14 pm
Oh, my bad, you are correct.  I remember that Pt-Off used to mean it XORed it against the buffer,  I guess that has recently changed.
I don't think it's ever been like that. Pt-Change( has always been used for XOR.
Title: Re: mrmprog's game
Post by: LincolnB on July 27, 2011, 06:20:43 pm
I need to ... make a counter of some sort so that it shifts the screen every few times through the loop, instead of every time.


Try this:

Code: [Select]
.use the variable A for the counter you need
.Main game loop:

1->A

Repeat getkey(15)

A+1->A

If A=4
1->A
End

If A=1
Vertical +
Vertical +{r}
End

.Rest of your code goes here
.
.

End

Let me know how that works out. Also, if you wanted to have multiple difficulty levels, you could have another variable , like B or something, and instead of writing:

Code: [Select]
If A=4
1->A
End

, you could write:

Code: [Select]
If A=B
1->A
End

, where B is the difficulty level, 4 being easiest / slower because it makes it wait longer to scroll, and 2 being the fastest (where it scrolls every iteration of the main game loop).

Let me know if I didn't explain that very well.
Title: Re: mrmprog's game
Post by: mrmprog on July 27, 2011, 10:46:55 pm
@buttsfredkin Thank you for the code, but I already did that using the score counter. You will see it soon.
Also, about the pixeloff(, if I do that, wont it erase the lines behind the sprite? The lines are just drawn every few cycles of the loop, so I don't think I can redraw them if they are overwritten.
Title: Re: mrmprog's game
Post by: Hayleia on July 28, 2011, 04:00:13 am
Yes, the lines would be erased :(
But what do you use ? Do you use Pt-On or Pt-Change ? Because the guy's pixels seem to be inverted if there is a line behind him, so it looks like a Pt-Change.
Title: Re: mrmprog's game
Post by: mrmprog on July 28, 2011, 04:03:03 am
Yes, It is Pt-Change. If you can think of a better way, please let me know. I will be posting an update soon, and this time I will include the poorly written source. Btw, check the first post for the most recent screenie :)
Title: Re: mrmprog's game
Post by: Hayleia 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
Title: Re: mrmprog's game
Post by: LincolnB 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
Title: Re: mrmprog's game
Post by: p2 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
Title: Re: mrmprog's game
Post by: mrmprog 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.
 
Title: Re: mrmprog's game
Post by: chattahippie 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.
Title: Re: mrmprog's game
Post by: Hayleia 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.
Title: Re: mrmprog's game
Post by: mrmprog 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.
Title: Re: mrmprog's game
Post by: p2 on July 29, 2011, 05:41:42 am
would sounds be possible, or is that too hard to program?

freq( ?? , ??
Title: Re: mrmprog's game
Post by: mrmprog on July 29, 2011, 05:42:14 am
I have no idea, I have never done anything with sound :)
Sound would be awesome...
Title: Re: mrmprog's game
Post by: Hayleia 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.
Title: Re: mrmprog's game
Post by: p2 on July 29, 2011, 06:28:31 am
I haven't found a tutorial for sound, too.




Hayleia:
Sure, you are an eggplant?
You are sitting in the ugliest face in the pacific!


Spoiler For Spoiler:
Title: Re: mrmprog's game
Post by: Hayleia 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)
Title: Re: mrmprog's game
Post by: mrmprog on July 29, 2011, 09:45:39 am
I will try it! Also, when you die, you fall into flames!
Title: Re: mrmprog's game
Post by: Hayleia 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)
Title: Re: mrmprog's game
Post by: mrmprog 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?
Title: Re: mrmprog's game
Post by: Hayleia on July 29, 2011, 10:55:35 am
I don't know, clicking "Highscore" leads to the game :D
but after quitting the game, I looked for the appvar and saw nothing :(
Title: Re: mrmprog's game
Post by: FinaleTI on July 29, 2011, 10:56:32 am
GetCalc(Str3) is valid code, so long as Str3 contains a valid external variable name, and it seems to in this program. I haven't actually tested the code though, I just peeked at it in SourceCoder.
Title: Re: mrmprog's game
Post by: p2 on July 29, 2011, 10:57:44 am
You should make
Code: [Select]
:clearDraw
:clearDraw^r
before showing the score.
Then the flames wouldn't be black before showing the score

And you may show the score and the text around it in the second line, not in the first line.

try not to make the jump more like on my pic.
wait betwean jumping up and falling.
Title: Re: mrmprog's game
Post by: mrmprog on July 29, 2011, 11:02:31 am
This is really strange. On my calc, when I check the highscore, everything works, even if the appvar doesn't exist. It should create the appvar after you play the first time.
Title: Re: mrmprog's game
Post by: Xeda112358 on July 29, 2011, 11:03:31 am
Nice! I like the flame animation :w00t: ... I know I have seen a tutorial about how to do that somewhere, but I have forgotten by whom it was made  :banghead: Judging by the screenie it looks like it could turn out to be one of those simple and addictive games, so if it works out, kudos to you! :D
Title: Re: mrmprog's game
Post by: mrmprog on July 29, 2011, 11:05:51 am
It was made by builderboy. When I release the full thing, with a readme, he will be mentioned for that. For now, he is listed in the first post, along with anyone else who helped me. Btw, It is nice to see you active again.
Title: Re: mrmprog's game
Post by: Munchor on July 29, 2011, 11:06:08 am
Nice! I like the flame animation :w00t: ... I know I have seen a tutorial about how to do that somewhere, but I have forgotten by whom it was made  :banghead: Judging by the screenie it looks like it could turn out to be one of those simple and addictive games, so if it works out, kudos to you! :D

Builderboy made it ;)

mrmprog, nice game, I'd like to see more of it though, in the screenshot you only show you losing :S It looks addictive as Zeda said.
Title: Re: mrmprog's game
Post by: mrmprog on July 29, 2011, 11:08:13 am
Yeah, I am always bad at my own games. Currently there is no way to win THE GAME (sound familiar?), you can only lose and get a score. If you have any ideas on how to win, let me know.
Title: Re: mrmprog's game
Post by: p2 on July 29, 2011, 11:17:11 am
Spoiler For code:
Code: [Select]
:.JUMP
:DiagnosticOff
:Full
:[3C42A5A581A599FF3C66A581A5A55A3C3C42A58199A5423C]→Pic1
:"YOU DIED        YOUR SCORE:"→Str1
:"NEW HIGHSCORE!"→Str2
:"vJMPSCR"→Str3
:Lbl 1
:ClrHomeClrDraw
:Disp "      JUMP      ",i,i,"  PLAY",i,"  HIGHSCORE",i,"  QUIT"
:3→A
:Pause 900
:Repeat getKey(9) or getKey(15)
:A+(A<3)→A
:A-(A>5)→A
:Output(1,A,">"
:Pause 600
:Output(1,A," "
:A+getKey(1)→A
:A-getKey(4)→A
:End
:
:If getKey(15):Goto E
:End
:If A=4:Goto G:End
:If A=5:Goto H:End
:If A=6:Goto E:End
:
:
:Lbl G
:ClrDraw
:40→A
:1→B
:0→X
:1→C
:
:Line(0,63,95,63)
:1→C
:0→D
:0→E
:0→H
:Line(0,9,95,9
:Repeat getKey(15)
:If H^7=0
:rand^(70-0+1)+0→F
:F+(rand^(25-8+1)+8)→G
:Line(F,1,G,1)
:
:.Line(0,1,30,1
:End
:StorePic
:Pt-On(A,B,Pic1+E)
:DispGraph
:RecallPic
:
:A-getKey(2)→A
:A+getKey(3)→A
:If A>87
:1→A
:End
:If A<<1
:87→A
:End
:pxl-Test(A+4,B+8)→C
:B+((C=0))→B
:B-D→B
:If C≠0:(6*getKey(54))→D
:0→E
:Else
:8→E
:End
:If D≥1
:D-1→D
:End
:If B≥≥65
:Goto D
:End
:H+1→H
:If H^2=0:Vertical +
:B+1→B
:End
:Pause 35
:End
:Goto 1
:
:Lbl D
:ClrDraw
:[FEFDFBF7EFDFBD7F]→Str4
:Line(0,63,95,63
:10→A
:Repeat A>50 or getKey(15)
:
:A+1→A
:Pt-On(40,A,Pic1+16
:For(F,L6+12,L6+767
:{F} and {rand^8+Str4}→{F-12}
:End
:DispGraph
:End
:Pause 600
:ClrDrawClrHome
:Disp Str1
:Disp H►Dec
:Disp i
:!If GetCalc(Str3)→A
:GetCalc(Str3,2)→A
:Return!If A
:0→{A}r
:End
:If H>{A}r
:H→{A}r
:Disp "NEW HIGHSCORE!"
:End
:Repeat getKey
:End
:If getKey(15)
:Goto 1
:End
:Goto G
:
:Lbl H
:ClrHome
:GetCalc(Str3)→A
:!If A
:Disp "NO SCORE"
:Pause 3000
:Goto E
:End
:{A}r→B
:Disp "HIGSCORE:",B►Dec
:Repeat getKey
:End
:Goto 1
:
:Lbl E
:ClrDrawClrHome
Title: Re: mrmprog's game
Post by: FinaleTI on July 29, 2011, 11:17:16 am
I just checked in Wabbit, and the appvar is correctly made.

Your code was actually very close to working properly.
I fixed a few things, the main ones being the fact that your If A=X statements were off by one, and the fact that one of your labels started with a number. Fixing the label issue allows the game to compile with Axe 1.0.x, as well.
Title: Re: mrmprog's game
Post by: mrmprog on July 29, 2011, 11:17:59 am
Thanks, I will look at it tommorow.
Title: Re: mrmprog's game
Post by: p2 on July 29, 2011, 11:18:52 am
Spoiler For Spoiler:
Code: [Select]
:.JUMP
:DiagnosticOff
:Full
:[3C42A5A581A599FF3C66A581A5A55A3C3C42A58199A5423C]→Pic1
:"YOU DIED        YOUR SCORE:"→Str1
:"NEW HIGHSCORE!"→Str2
:"vJMPSCR"→Str3
:Lbl ZZ
:ClrHomeClrDraw
:Disp "      JUMP      ",i,i,"  PLAY",i,"  HIGHSCORE",i,"  QUIT"
:3→A
:Pause 900
:Repeat getKey(54) or getKey(15)
:A+(A<3)→A
:A-(A>5)→A
:Output(1,A,">"
:Pause 600
:Output(1,A," "
:A+getKey(1)→A
:A-getKey(4)→A
:End
:
:If getKey(15):Goto E
:End
:If A=3:Goto G:End
:If A=4:Goto H:End
:If A=5:Goto E:End
:
:
:Lbl G
:ClrDraw
:40→A
:1→B
:0→X
:1→C
:
:Line(0,63,95,63)
:1→C
:0→D
:0→E
:0→H
:Line(0,9,95,9
:Repeat getKey(15)
:If H^7=0
:rand^(70-0+1)+0→F
:F+(rand^(25-8+1)+8)→G
:Line(F,1,G,1)
:
:.Line(0,1,30,1
:End
:StorePic
:Pt-On(A,B,Pic1+E)
:DispGraph
:RecallPic
:
:A-getKey(2)→A
:A+getKey(3)→A
:If A>87
:1→A
:End
:If A<<1
:87→A
:End
:pxl-Test(A+4,B+8)→C
:B+((C=0))→B
:B-D→B
:If C≠0:(6*getKey(54))→D
:0→E
:Else
:8→E
:End
:If D≥1
:D-1→D
:End
:If B≥≥65
:Goto D
:End
:H+1→H
:If H^2=0:Vertical +
:B+1→B
:End
:Pause 35
:End
:Goto ZZ
:
:Lbl D
:ClrDraw
:[FEFDFBF7EFDFBD7F]→Str4
:Line(0,63,95,63
:10→A
:Repeat A>50 or getKey(15)
:
:A+1→A
:Pt-On(40,A,Pic1+16
:For(F,L6+12,L6+767
:{F} and {rand^8+Str4}→{F-12}
:End
:DispGraph
:End
:Pause 600
:ClrDrawClrHome
:Disp Str1
:Disp H►Dec
:Disp i
:!If GetCalc(Str3)→A
:GetCalc(Str3,2)→A
:Return!If A
:0→{A}r
:End
:If H>{A}r
:H→{A}r
:Disp "NEW HIGHSCORE!"
:End
:Pause 8000
:Repeat getKey
:End
:If getKey(15)
:Goto ZZ
:End
:Goto G
:
:Lbl H
:ClrHome
:GetCalc(Str3)→A
:!If A
:Disp "NO SCORE"
:Pause 3000
:Goto E
:End
:{A}r→B
:Disp "HIGHSCORE:",B►Dec
:Pause 8000
:Repeat getKey
:End
:Goto ZZ
:
:Lbl E
:ClrDrawClrHome
Title: Re: mrmprog's game
Post by: mrmprog on July 29, 2011, 11:25:53 am
This is weird. When I make those changes, it shifts the menu down so when I chose "Play", I get the highscores. Does anyone know why?
Title: Re: mrmprog's game
Post by: p2 on July 29, 2011, 11:27:13 am
what???

sounds interresting!
Maybe the posibillitys in the menue have changed place, but not the text!
Title: Re: mrmprog's game
Post by: mrmprog on July 29, 2011, 11:31:13 am
This is so strange. Is anyone else having this problem with FinaleTI's code? Btw, @FinaleTI your code fixed many things, thank you.
Title: Re: mrmprog's game
Post by: LincolnB on July 29, 2011, 01:18:49 pm
You should make
Code: [Select]
:clearDraw
:clearDraw^r
before showing the score.
Then the flames wouldn't be black before showing the score

And you may show the score and the text around it in the second line, not in the first line.

try not to make the jump more like on my pic.
wait betwean jumping up and falling.

Are you referring to gravity?
Title: Re: mrmprog's game
Post by: p2 on July 29, 2011, 01:28:24 pm
Good reasons for it:
first: it would look more realistic
second: It would be easyer because then you'll have more time to react!
Title: Re: mrmprog's game
Post by: LincolnB on July 29, 2011, 03:52:36 pm
mrmprog, if you're interested in implementing gravity, you may want to check out builderboy's physics lessons tutorials.
Title: Re: mrmprog's game
Post by: mrmprog on August 14, 2011, 04:00:01 pm
Ok, I haven't posted here in a while...
I have been adding optimizations and ideas at a slow pace. I plan to have two modes. Survival and normal. In normal, you collect "cookies" and receive extra points per cookie. You can win by getting all the cookies required. Then you will automagically start a new game where you must collect more. In survival, you go as long as you can.
Title: Re: mrmprog's game (now called Jump)
Post by: Hayleia on August 15, 2011, 05:52:06 am
Maybe you could add masked sprites or "masked sprite", I just learned that from shmibs (so if you use it, give credits to him, not to me).

a simple way to do masked sprites, if you don't feel like messing around with ptmask(, is to OR the entire area you want the sprite to take up and not be transparent, and then XOR all the white spaces. i already have the character sprite above broken into the parts to be OR'd and XOR'd.

here's another pic to help explain the OR/XOR thing better.
Spoiler For image:
(http://www.omnimaga.org/index.php?action=dlattach;topic=9844.0;attach=8946;image)
the first row of sprites is displayed with PtOn(, the second is displayed on top of them with PtChange(, and the third row is the end result. those black things underneath the sprites are shadows which are displayed when he jumps down a ledge. they aren't displayed when walking normally.


Also, if you only use horizontal (or vertical lines), you can replace them with rectangles. If I am not wrong, every Line call and every Rect call takes 14 bytes, but the line routine takes 158 bytes while the rectangle one only takes 114. But I am not sure, and this is not a very important optimization (also, the rectangle is not Rect(X,Y,X,Y) but Rect(X,Y,width,heigth) so it can be hard to change in your code).
Title: Re: mrmprog's game (now called Jump)
Post by: Ashbad on August 15, 2011, 07:48:19 am
Also, Rectangles are faster to render than lines, so when using straight lines use rectangles.
Title: Re: mrmprog's game (now called Jump)
Post by: runeazn on August 15, 2011, 09:58:43 am
can you make this work on the ti nspire? touchpad
Title: Re: mrmprog's game (now called Jump)
Post by: Ashbad on August 15, 2011, 10:09:07 am
can you make this work on the ti nspire? touchpad

This is an 84+ game.  You would need the 84+ keypad.
Title: Re: mrmprog's game (now called Jump)
Post by: runeazn on August 15, 2011, 03:48:53 pm
can you make this work on the ti nspire? touchpad

This is an 84+ game.  You would need the 84+ keypad.
I have!
so could you explain it then :)?
Title: Re: mrmprog's game (now called Jump)
Post by: DJ Omnimaga on August 15, 2011, 08:55:52 pm
Hi and welcome on the forums. Simply connect the 84+ keypad then send the game using TI-Connect or TiLP.

By the way this game looks nice mrmprog :)
Title: Re: mrmprog's game (now called Jump)
Post by: mrmprog on August 15, 2011, 09:15:06 pm
Thanks DJ :) I am working on it slowly now, because I am much more busy.
Title: Re: mrmprog's game (now called Jump)
Post by: LincolnB on August 15, 2011, 10:03:02 pm
What do you mean by 'impossible places' ? As in, you need to make it so that no places occur where two platforms are so far apart you can't jump to them?
Title: Re: mrmprog's game (now called Jump)
Post by: runeazn on August 16, 2011, 06:28:51 pm
Hi and welcome on the forums. Simply connect the 84+ keypad then send the game using TI-Connect or TiLP.

By the way this game looks nice mrmprog :)
no ahck needed as ndless?
i get everytime if i try to trnasfer the file, please check connection if your cable is plugged in error
Title: Re: mrmprog's game (now called Jump)
Post by: chattahippie on August 16, 2011, 07:11:18 pm
no ahck needed as ndless?
It's compiled to asm, so I think you do need ndless (not sure if the 84 keypad changes this), but you also need a ti-84+ keypad for sure.
Title: Re: mrmprog's game (now called Jump)
Post by: runeazn on August 16, 2011, 07:22:28 pm
how do i work it out then?
btw i am getting communcation errors on 84+ pad... with TI connect software,
the student software for nspire didnt give me any error..
Title: Re: mrmprog's game (now called Jump)
Post by: chattahippie on August 16, 2011, 07:28:13 pm
how do i work it out then?
btw i am getting communcation errors on 84+ pad... with TI connect software,
the student software for nspire didnt give me any error..

I don't actually have an nspire, but I know a way to check if this will work.  If you use the Catalog ([2nd] 0) and see the command Asm(, then it will work fine.  As for the software, try downloading TI Connect (possibly updated) strait from Ti's website (the calculator part, of course).  It's free, and should work.  Good luck getting the hardware communicating :thumbsup:
Title: Re: mrmprog's game (now called Jump)
Post by: runeazn on August 16, 2011, 07:34:49 pm
yeah problem is ti connect doesnt work,
ti nspire student software works, but as the name says only for nspire.

Ti connect can find my 84 but not ti nspire, oh the compatibility!
But it cant communicate, tried normal + a cable i used before, both still give the error.
so i cant even put the file in..
Title: Re: mrmprog's game (now called Jump)
Post by: chattahippie on August 16, 2011, 07:36:42 pm
Maybe try TiLP, I haven't personally gotten it to work, but I hear that it is very reliable
Title: Re: mrmprog's game (now called Jump)
Post by: runeazn on August 16, 2011, 07:37:30 pm
Maybe try TiLP, I haven't personally gotten it to work, but I hear that it is very reliable
tilp does actually install the drivers, as the ti connect software said,
"you can get errors click continue" unsigned drivers"

but tilp doesnt work either..
Title: Re: mrmprog's game (now called Jump)
Post by: AngelFish on August 16, 2011, 07:38:13 pm
You can't have both TiLP and TI-connect on the same system.
Title: Re: mrmprog's game (now called Jump)
Post by: runeazn on August 16, 2011, 07:39:05 pm
that would explain a lot
Title: Re: mrmprog's game (now called Jump)
Post by: fb39ca4 on August 16, 2011, 07:40:17 pm
You want to have the calculator turned on with the 84+ keypad in. For all intents and purposes, it is now an 84+, now you use TI connect to send it the files. If it is in nspire mode, you are doing it wrong.
Title: Re: mrmprog's game (now called Jump)
Post by: runeazn on August 16, 2011, 07:43:21 pm
wasnt that obvious?^ :p i cant call a ti nspire with nspire pad a 84 XD
anyway failed uninstalled both programs tested them single.
and both cant communicate
Title: Re: mrmprog's game (now called Jump)
Post by: fb39ca4 on August 16, 2011, 07:43:47 pm
Can you send a file from your 84+ to your nspire?
Title: Re: mrmprog's game (now called Jump)
Post by: chattahippie on August 16, 2011, 07:43:47 pm
Okay, it seems you are at desperate needs according to my terms.
I can think of only one (impractical) option:

Use a Ti-84 (if you have one) to download the needed program/ possibly axe (if you want the source), then transfer the files from the Ti-84 to the nSpire

Wow, I know this is really messed up, but it is the only way I can think of other than trying different computers

EDIT: ninj'd
Title: Re: mrmprog's game (now called Jump)
Post by: fb39ca4 on August 16, 2011, 07:44:25 pm
Wow, I ninja'd you by less than a second  ;D
Title: Re: mrmprog's game (now called Jump)
Post by: chattahippie on August 16, 2011, 07:44:47 pm
It didn't even show up in irc ;D
Title: Re: mrmprog's game (now called Jump)
Post by: runeazn on August 16, 2011, 07:45:33 pm
Okay, it seems you are at desperate needs according to my terms.
I can think of only one (impractical) option:

Use a Ti-84 (if you have one) to download the needed program/ possibly axe (if you want the source), then transfer the files from the Ti-84 to the nSpire

Wow, I know this is really messed up, but it is the only way I can think of other than trying different computers

EDIT: ninj'd

haha lol btw i only have this device
btw we are talking about this game i want on it hahahahah
nothing desperate, but i want it working for the future

[edit]
looking good, tried my custom way :0 tell you soon about it,.
ti connect actually can read my general info about the calc !!!

[edit2]
nah failed again
method was : let tilp install drivers
unisntall it keep drivers
install ticonnect but still unable to connect
Title: Re: mrmprog's game (now called Jump)
Post by: chattahippie on August 16, 2011, 07:49:12 pm
looking good, tried my custom way :0 tell you soon about it,.
ti connect actually can read my general info about the calc !!!

Nice, hope the game works well, it's a nice, addicting game
Title: Re: mrmprog's game (now called Jump)
Post by: runeazn on August 16, 2011, 07:49:56 pm
yeha read edit 2 :9
still failed
Title: Re: mrmprog's game (now called Jump)
Post by: chattahippie on August 16, 2011, 07:50:30 pm
:(
Title: Re: mrmprog's game (now called Jump)
Post by: runeazn on August 16, 2011, 07:51:00 pm
yeah,
i really want to fix this

it can see the general stats,
also can see the files within the device :(
 but whenever i try to put the jump file in it say cant communicate with the device
Title: Re: mrmprog's game (now called Jump)
Post by: runeazn on August 16, 2011, 08:04:46 pm
im out of options?
Title: Re: mrmprog's game (now called Jump)
Post by: mrmprog on August 16, 2011, 08:31:52 pm
Glad to see that my game is causing a stir :)
Remember though, this is still the beta.
Title: Re: mrmprog's game (now called Jump)
Post by: chattahippie on August 16, 2011, 08:38:35 pm
im out of options?

I suggest trying different OSs, maybe just go a library and try it or something similar
Title: Re: mrmprog's game (now called Jump)
Post by: runeazn on August 16, 2011, 08:40:52 pm
im out of options?

I suggest trying different OSs, maybe just go a library and try it or something similar

so tell me where can i download ti 84 oses and hwo do i flash them without being able to use computer to put the rom in there
will be greatly appreciated
Title: Re: mrmprog's game (now called Jump)
Post by: fb39ca4 on August 16, 2011, 08:47:49 pm
You can't update the OS on the nspire's emulated 84+.
Title: Re: mrmprog's game (now called Jump)
Post by: chattahippie on August 16, 2011, 08:53:02 pm
Sorry for the confusion, I was referring to the computer OS, ie Windows 7, Vista, Ubuntu, OSX, etc.

Hopefully something would work :P
Title: Re: mrmprog's game (now called Jump)
Post by: runeazn on August 17, 2011, 07:56:12 am
ok i got tilp working on another computer,
it shows the files etc. but when i send something it says it timeouts and need to check the cable,
 arghhhh so what now?

[edit] i got it totally working by setting time out to 10 seconds lol.

ok so i placed the file, try to start up and it gives me one option and that is quit?
and that is erro syntax? i downlaod jump.8xp

[edit] got it working too
by following the tip 2nd 0 asm program jump and play :)
Title: Re: mrmprog's game (now called Jump)
Post by: mrmprog on November 03, 2011, 10:39:05 pm
Necro time!
Guess what I am working on? After a huge time of not really doing anything productive at all, I decided that I should work on this. I am implementing power-ups.
Title: Re: mrmprog's game (now called Jump)
Post by: LincolnB on November 03, 2011, 10:41:02 pm
shweet! what kinds?
Title: Re: mrmprog's game (now called Jump)
Post by: mrmprog on November 03, 2011, 10:42:42 pm
shweet! what kinds?
Food to boost score, lives, and the such probably will be added. I may add things like trampolines, jetpacks, and possibly mines if I can.
Title: Re: mrmprog's game (now called Jump)
Post by: parserp on November 03, 2011, 10:43:49 pm
/me loves trampolines... ;D
Title: Re: mrmprog's game (now called Jump)
Post by: LincolnB on November 03, 2011, 10:43:53 pm
Do all of those! WOOT POWERUPS!
Title: Re: mrmprog's game (now called Jump)
Post by: epic7 on November 03, 2011, 10:49:28 pm
The death is awesome.
Title: Re: mrmprog's game (now called Jump)
Post by: mrmprog on November 05, 2011, 11:12:25 am
The death is awesome.
Thanks. I used the awesome flam tutorial that Builderboy made. You should check it out. Anyway, I have the code that displays the power ups and places them in, I just have to add the effects that they will produce and lives. When I am done, there is one section of code that I think can be optimized, but I don't know how.
Title: Re: mrmprog's game (now called Jump)
Post by: mrmprog on November 12, 2011, 08:45:14 pm
Items!
Ok, this is cool. I made a gif of myself playing around with thew new stuff. A download is coming in the next few days.
(http://img.removedfromgame.com/imgs/0-jump.gif)
As usual, it looks a ton better on calc. I will post an explanation of what everything is later, beacause I found a bug while making the screenie.

Ok, bug fixed.
Changes:
Lives:New one every 1500
Money:Gives you more points
Strange boxy thing:Spring, gives boost if you hit it the right way.
Spiky thing:Gives mega boost, but at a cost of points.
*Up arrow:Increases your jump height for a while
*Down arrow:Decreases jump height.


*not shown in gif
Title: Re: mrmprog's game (now called Jump)
Post by: epic7 on November 12, 2011, 08:45:55 pm
I might use the flame for my death screen! :P
Title: Re: mrmprog's game (now called Jump)
Post by: mrmprog on November 12, 2011, 08:46:53 pm
Remember, it is builderboys, so give him credit :)
Title: Re: mrmprog's game (now called Jump)
Post by: mrmprog on November 13, 2011, 02:34:43 pm
Sorry for the double post, but I am at a standstill. Does anyone have any ideas for items that I could use? Sprite ideas would be helpful too.
Title: Re: mrmprog's game (now called Jump)
Post by: epic7 on November 13, 2011, 02:39:22 pm
Super boots, trampoline, jetpack, invincibility bubble, extra lives...
Title: Re: mrmprog's game (now called Jump)
Post by: mrmprog on November 13, 2011, 02:47:58 pm
Super boots, trampoline, jetpack, invincibility bubble, extra lives...
Thanks, I will work on some of those. Any ideas for sprites?
Title: Re: mrmprog's game (now called Jump)
Post by: hellninjas on November 13, 2011, 04:52:22 pm
This looks really nice! I'm still having troubles with collision and speed with velocity... Good Job!
Title: Re: mrmprog's game (now called Jump)
Post by: mrmprog on November 13, 2011, 05:25:50 pm
Thanks! The physics in this game are really simple actually. There is "acceleration" in the jump, and that is about it. If you need help, feel free to ask.
Title: Re: mrmprog's game (now called Jump)
Post by: BalancedFury on November 13, 2011, 05:30:15 pm
PAPI JUMP!! XD XD
It looks good, but you should change the sprite to something like Papi jump's ball ":D
Title: Re: Jump
Post by: mrmprog on November 15, 2011, 09:10:15 pm
PAPI JUMP!! XD XD
It looks good, but you should change the sprite to something like Papi jump's ball ":D
I am thinking of making a way to have "sprite sets". With my current code, it would be super easy. However, I need more ideas for sprites. If you have any, let me know.
Title: Re: Jump
Post by: p2 on November 28, 2011, 05:17:37 am
what about a little, animated ball of slime?
that would be nice!