Omnimaga
Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: saintrunner on November 09, 2011, 06:48:28 pm
-
Here is my progress so far on Mario Shotgun. Thundermagnet is working on a menu, and there are a few bugs to fix, but so far I think it looks good :) also the flag is supposed to be the goal, but it doesn't work yet. Well here you guys go!
Oh, and it is only the source, but you all could have figured that out :)
EDIT: I fixed the flag problem! updated source!
-
Looks pretty good! The way the Goomba instantly snaps to the floor below it is a little weird, but overall this looks like a very good start. Nice work! :)
-
nice job! :D
-
Ooh O.O
I like...
so with the level, is that a lot of Line( commands or is it an appvar?
but anyway, lookin good :)
(I +1ed) ;D
-
Yeah, I had to code it a little weird, but at least it works, i guess :) first screenie by the way!
-
Cool I'll check out the code
-
I apologize in advance, the code is a little weird, but if you see anything overly stupid, just fix it and email me at [email protected]. Oh and if anyone can get the flag to register that you hit it, and then display 'you win' or something, I'd appreciate it! I just can't get that to work right :P
-
ooh ok I'll try to work on that...
(actually, that's what I'm currently doing with swords XD)
:)
-
thanks :) Yay, more names to add to the credits! This is becoming quite a group project, lol!
-
Could you put all of the names of people who have helped here, so that I can put them in the about section? Or do you want to take care of it?
-
I'll take care of that.
-
Remember that bouncing ball animation I demonstrated to you on the bus? Would you like that on the menu's background? It is kind of bland right now.
-
If you want to go ahead...a bouncing Goomba would be better! :)
-
True. What is your Hex code for the goomba? Blech, this would be a good time to know how arrays work. :banghead:
-
[00183C5AFFE73C7E]->pic1B
-
I took a look at your code... Why don't you pull those lines inside your main loop to just before? It would definately increase speed.
-
I'll fix that. thanks!
EDIT: Ok I moved the 'repeat getkey(15)' to after the last line(, and wow that does speed it up a lot!
But I won't update the file yet, because that was way to easy of a fix :)
-
I have to get going on my homework, but the menu is almost done! I am very pleased with it. The Game :evillaugh: that you are making might be a big hit!
-
I hope so! It's like Mario, Shot Guns, AND donkey kong
-
Mind if I help out some? I need something to do tomorrow, so I may look at your source.
-
Help your self! :) just send back the file when your done with whatever you do, so I can see what you did. :)
-
Ok,could you comment each section so I can get a feel for what the code is doing? Not every line, but just stuff like "collision detection" and "gravity". I saw a ton of small things that could be optimized, but to get to the big stuff, I need more info. Thanks for letting me help :)
-
Ok, I got the flag detection working, but I don't have time to upload it so I'll just post the source here:
:.see if player is at flag
:If ((X>=3) and (X<=5) and (Y<2))
:Goto WIN
:End
:
:Lbl WIN
:ClrHome
:Disp "You Win!"
:Repeat getKey
:End
is that what you are looking for?
-
That is what he is looking for!
I find it so interesting that people are sometimes on here just to debug other people's programs. :D
-
is it optimized too much?
I can't think of any other way to do it...
-
It may be a good idea to use a tilemap for things like the flag and anything else you want, with the goomba(s?) and player drawn over. That way you could add things like items and other action causing things really easily. I recently did that with Jump, and it worked well. It will require some work, but I will be happy to help if you chose to do this.
-
Ooh tilemap.../me doesn't know how to use those... :(
-
Ooh, tilemapping! Thundermagnet does not know how to use that either. Thundermagnet can't even use arrays!
-
If you lose, how about instead of "You Lose", it says: "You Lost the Game"?
Whoops! I just lost the game.
I am still losing the game.
Still losing the game!
:mad: :mad: :mad:
-
lol then it would be just like swords... ::)
lol I just found out this: :hyper: when you hover over it it says "you just lost the game" ._.
-
Hey Thundermagnet! Welcome on the forums, have you already introduced yourself? Also there are some pretty good tutorials on tilemapping around.
-
Wow, this looks really nice! I am sure this could turn addictive XD Good luck and I +1ed :)
-
I have introduced myself. I have also taken a look at the array tutorials. They did not help much...
I am finally done with the menu... But I lost (the game) and my calc! :w00t:
-
Yeah, I don't know how to use tile mapping..... Good tutorial?
-
Level two (medium) is being worked on right now, but I won't release it until hard is also finished. It looks good, and if any of you try it and find problems, please tell me and I will fix them! Thanks a lot!
-
Ive never used a pxl-test pt-off or pt-change in my codes :P
-
Are you suggesting I shouldn't? I find them to be easier to understand. :P
-
Im suggesting I should sometimes :P
-
AH I see. The only problem is that sometimes it gets confusing which points you've already pxl-tested, and which you haven't which equals, hours (less) on end of test after test after test! But always remember, PT-change is your friend!
Edit: Also it is easier to share with others, because it is a little less confusing to read and fix.
-
The newest version of Mario Shotgun is complete! Now with 3 levels of difficulty, and 3 levels, it is just about done! Actually, if their aren't too many bugs, it IS done! What I'm thinking about adding though is a level editor, just for fun :) But that will take a while, and I'm borderline/always lazy! Anyways, here is the newest source code, so just compile it and SHOOT THE LIVING DAYLIGHTS OF OF THOSE GOOMBAS!! :w00t:
-
Whats your strategy for collision detect for the different floor levels?
-
Personally, I went way easy and just used pxl-test.
-
How did you do that?
-
well, technically, he is pxl-tested on the lines only when he jumps. but it looks like this:
:if getkey(4) and ((pxl-Test(X,Y+8) or pxl-Test(X+7,Y+8)) //checks too see if mario is touching the line
: 13->J //J= the jump variable, it was originally set at 0->J
:END
:If (J>0) //Also like if getkey(4) was pressed
:Y-1->Y //move sprite up
:J-1->J //J variable will go down
:If (pxl-Test(X+7,Y+8) or pxl-Test(X,Y+8)=0) and (J=0) // checks if there isn't a line under it and J is zero
:Y+1->Y //move down
:pause 5 // set speed
:end
That's how I did it in my game, basically it just checks to see if a line is under it, and if it is the it will =1 if not it =0, Do you understand this or shall I rephrase?
-
That makes sense :)
-
YEP! it's basically just testing the bottom of the sprite, and then if this then this, if that then that! EASY stuff, OH and before I forget... Thank you Parser Padwan, he helped show me how to get the jumping!
-
I might try to attempt to have somewhat parabolic jumps :P
-
In Robogun?
-
No, my next project. RoboGun is top-down.
-
Okay, cool!
-
I might make a tut on making a tilemapper now that I understand it. By a noob for noobs :P
-
That would help a lot for my future projects!
-
is this game done? If not, is there any sort of release date?
-
Yeah its mostly done, I might add a level editor later, because I'm to lazy to make a bunch of levels :P
-
is this game done? If not, is there any sort of release date?
I think it's done now because I saw it at ticalc.org .
-
yeah I put it out on there. (glad they even accepted it) but I will give the source code to anyone (on here) that wants to change or add anything!
-
And for all the people who want to know where I got the idea for Mario Shotgun, Here is the most amazing game (not really) EVER!
http://www.sugartoast.com/game/gangster_brothers
-
Nice ^^