Author Topic: [contest '13][asm] Digger  (Read 7223 times)

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Offline chickendude

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Re: [contest '13][asm] Digger
« Reply #30 on: October 15, 2013, 08:15:15 am »
I've still got to implement the tile detection to make sure it's only being drawn on appropriate tiles (essentially walls) and i'd like to add a little sprite of a spraypaint can (and perhaps a little spray animation) when painting.

Due to the camera view, i'm not sure if it'll be possible to paint left/right/down. I don't know what you all think about that..? Or if you've got an ideas i'd love to hear...

I'll try to clean this up a little bit and add in cops.

Offline chickendude

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Re: [contest '13][asm] Digger
« Reply #31 on: November 06, 2013, 10:27:57 pm »
Well, i just sent in my entry. It's definitely not complete or really even that fun, but the engine's pretty interesting i think. There're a couple bugs, namely with offscreen sprites. I spent the past week or so trying to write a nice pathfinding routine and in the end just gave up. I probably shoulda just left it long ago and worked on other things (levels, fighting, etc.). Oh well. Good luck to everyone!

Offline Matrefeytontias

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Re: [contest '13][asm] Digger
« Reply #32 on: November 07, 2013, 08:27:24 am »
I'll always be amazed by those awesome camera movement. Amazing work :)

Offline Sorunome

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Re: [contest '13][asm] Digger
« Reply #33 on: November 07, 2013, 11:53:28 am »
* Sorunome hopes you'll still finish it even though the contest ended

But seriousley, i only want to play around with those controls alone O.O

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Offline chickendude

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Re: [contest '13][asm] Digger
« Reply #34 on: November 07, 2013, 02:12:16 pm »
Thanks guys. I've still got a few other projects to finish up, but i'll get around to it. I also wanted to post another screenshot showing the different height levels you can have. It's still buggy, but here you can see it in action.

I'd also be interested in talking about possible pathfinding routines, i've been wracking my brains the past week or two and haven't come up with anything satisfactory.

Offline Streetwalrus

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Re: [contest '13][asm] Digger
« Reply #35 on: November 10, 2013, 05:42:15 am »

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Re: [contest '13][asm] Digger
« Reply #36 on: November 10, 2013, 08:16:22 am »
For path finding, I have only successfully done it on a tiled maze. Essentially, I had the human player and the non human player 'chasing.' Chasing is done by moving in the optimal direction to be closer to the human player. The trick is when the chaser gets stuck, I would draw on some other buffer marking the position and the chaser would not be able to stay on that tile, so they would move backwards or left/right and each tile visited for the next 8 or 16 turns would be marked as well and they would remain marked for 8 or 16 turns (think of a snake from a snake game being placed on the other buffer growing for 8 or 16 turns, then shrinking).

This allows the chaser a little more intelligence to get unstuck, and when you have multiple chasers, the others can avoid getting stuck, too, while potentially taking other routes. I actually got the idea from a cellular automata experiment where I had a few hundred cells navigating a maze and the majority of them were able to find the exit. That, however, is too taxing on the CPU for use in a game on these calculators.

I wish I still had a working example :/

Offline chickendude

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Re: [contest '13][asm] Digger
« Reply #37 on: November 10, 2013, 11:21:55 pm »
Hmm... thanks for the ideas. I thought of sending out "rays" to check for walls, and if you come across a wall walk towards the first walkable tile, but it's got a few weird quirks that don't quite work too well.

Offline ClrDraw

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Re: [contest '13][asm] Digger
« Reply #38 on: November 11, 2013, 12:38:29 am »
That's cool   O.O will it do anything else? Different levels and more enemies?
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Offline chickendude

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Re: [contest '13][asm] Digger
« Reply #39 on: November 11, 2013, 12:18:44 pm »
I've been thinking of letting you fight the cops, upgrade your tags (make them bigger, for example) add a score system, and perhaps add in level objectives like in Tony Hawk (having a time limit to do certain things, like collecting paint cans, painting certain areas, getting X points, etc.). It's very much a work-in-progress, so we'll see. For other enemies, all i can think of are security guards or maybe a special anti-graffiti squad, rival crews, etc. I'm all ears to any ideas.

Offline TheMachine02

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Re: [contest '13][asm] Digger
« Reply #40 on: November 11, 2013, 12:21:05 pm »
For other enemies, all i can think of are security guards or maybe a special anti-graffiti squad, rival crews, etc.
It's sound very great !

How you want to implement cops fighting though  O.O  ?
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Offline shmibs

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Re: [contest '13][asm] Digger
« Reply #41 on: November 11, 2013, 04:19:09 pm »
I've been thinking of letting you fight the cops, upgrade your tags (make them bigger, for example) add a score system, and perhaps add in level objectives like in Tony Hawk (having a time limit to do certain things, like collecting paint cans, painting certain areas, getting X points, etc.). It's very much a work-in-progress, so we'll see. For other enemies, all i can think of are security guards or maybe a special anti-graffiti squad, rival crews, etc. I'm all ears to any ideas.

the "rival crews" thing is a great idea. when graffiti first started to be a big thing, there were fiercely competitive gangs fighting against one another to take all the best spots in cities. more established crews would "toy" with the upstarts (write over the top of them), but, if the young crews tried to "background" their betters, they could end up being killed. adding in different types (i.e. tags, burners, top to bottoms, back to backs) would also be fun.
« Last Edit: November 11, 2013, 04:19:39 pm by shmibs »

Offline chickendude

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Re: [contest '13][asm] Digger
« Reply #42 on: November 11, 2013, 10:57:25 pm »
For attacking cops/other enemies you would just pick up items (like bats or knives) as you go, maybe stash them in a backpack or just be able to hold one thing at a time. I initially wanted to add in other graffiti types, in particular larger tags and burners. The sprite routines and tag data is set to handle different sizes. I was planning on using [Y=] to [Graph] to let you pick/set different tags/burners. I'm wondering if there'd be a more interactive/fun way to go about it, right now you have to hold down that button (currently only [Y=] works) to continue painting. I was thinking if you spend too long away from a tag before finishing it it'll get washed away.

I'm also not sure if cops should attack you by default or only if they catch you doing graffiti. Also, attacking a cop might make them call in for backup, which might mean a spot gets hot for a while and you need to either lay low or leave the area for a while. I also like ideas of having attributes, again similar to Tony Hawk, where you can do things like paint faster, carry more paint with you, run faster/jump higher, etc.

Lots of ideas, just gotta start working them in.

EDIT: i'd also like to try to reuse this engine to set up a skateboarding-type game. I can foresee a couple problems (apart from probably being limited to 8 directions), but i think it'd be fun nonetheless.
« Last Edit: November 11, 2013, 10:59:38 pm by chickendude »

Offline DJ Omnimaga

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Re: [contest '13][asm] Digger
« Reply #43 on: November 11, 2013, 11:07:26 pm »
Very interesting idea. I also like the graphics. :D
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