Author Topic: PapiJump  (Read 22491 times)

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Offline nemo

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Re: PapiJump
« Reply #45 on: December 07, 2010, 10:10:39 pm »
for axe it isn't *too* difficult, but takes some getting used it. in fact i think the implementation is so neat and probably fast i use it whenever i make a computer game.

basically, you make your screen larger. there are 96x64 pixels on the screen. you can only move a pixel at a time though. you can't move a half of a pixel, which is why realistic physics like gravity are difficult to implement. so, instead of having our Y values range from 0 to 63, we make them range from 0 to (63*256). the 256 is arbitrary, and most widely used for speed reasons. you could have a 16 there. all it denotes is precision. now your Y values, rather than being restricted to a 0-63 and therefore always in align with a pixel, can be 0-16128, allowing you to technically place a sprite at X,23.25 pixels. of course your pt-on commands would be Pt-On(X/256,Y/256) since you can't draw a sprite off screen. but this setup greatly helps dealing with physics. if you understand this but don't understand what calculations you should be doing, i'll point you to Builderboy's tutorial on gravity and velocity, which will help you understand the main idea in BASIC. if you need any further help PM me and i can give a simple gravity program (:


Offline DJ Omnimaga

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Re: PapiJump
« Reply #46 on: December 08, 2010, 03:29:14 am »
UPDATE

Just got the scrolling background (which was in the original version) working. I still don't have my cable, so I'll upload in a few days.
Nice! Is it parralax scrolling?
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Offline ztrumpet

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Re: PapiJump
« Reply #47 on: December 08, 2010, 04:38:23 pm »
Awesome!  I can't wait to see it with scrolling backgrounds. ;D

By the way, it's much better than mine: http://ourl.ca/4161/77152 (But mine was the first one in Axe.  :w00t: )
Edit: I should update mine so it's not prgmLOL. :D
« Last Edit: December 08, 2010, 04:40:13 pm by ztrumpet »

Offline Deep Toaster

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Re: PapiJump
« Reply #48 on: December 08, 2010, 06:25:55 pm »
UPDATE

Just got the scrolling background (which was in the original version) working. I still don't have my cable, so I'll upload in a few days.
Nice! Is it parralax scrolling?

Yep, and my first time messing with it :w00t: It took about 500 bytes just to store the background, though. I'll have to fix that.

Awesome!  I can't wait to see it with scrolling backgrounds. ;D

By the way, it's much better than mine: http://ourl.ca/4161/77152 (But mine was the first one in Axe.  :w00t: )
Edit: I should update mine so it's not prgmLOL. :D

Wow this is amazing, so much better than mine. I've never tried messing with physics before, would someone be willing to teach me sometime?

Wow, I never noticed those, sorry...

guy6020665, I can help if you want ;D But Builderboy's tutorial is pretty good.




Offline DJ Omnimaga

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Re: PapiJump
« Reply #49 on: December 08, 2010, 11:49:18 pm »
Cool to hear it will be parralax scrolling. Will they be backgrounds that repeats vertically? If so, you could maybe use the code I used in Supersonic Ball to achieve my parralax scrolling. That would be much faster than just drawing 96 sprites.

And woah, I remember about prgmLOL. Good memories of Axe's early days :D
« Last Edit: December 08, 2010, 11:49:33 pm by DJ Omnimaga »
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Offline Deep Toaster

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Re: PapiJump
« Reply #50 on: December 09, 2010, 12:07:56 am »
Cool to hear it will be parralax scrolling. Will they be backgrounds that repeats vertically? If so, you could maybe use the code I used in Supersonic Ball to achieve my parralax scrolling. That would be much faster than just drawing 96 sprites.

Yeah, it repeats vertically with 48 rows. How does Supersonic do the parallax? I used Vertical +r and Copy( to move the next row over to the first row of L6.
« Last Edit: December 09, 2010, 12:08:21 am by Deep Thought »




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Re: PapiJump
« Reply #51 on: December 09, 2010, 12:29:47 am »
I used this
Code: [Select]
For(Z,0,12
Pt-On(Z*8-Q,0,{S+L+10}*8+R+Pic1)
End
copy(L6,L6+96,672)

I used to use a for loop to copy the first row on the ones below one by one but then Quigibo gave me another code. Don't ask me how that copy code actually manages to work, though, as I have no clue. :P
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Offline ztrumpet

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Re: PapiJump
« Reply #52 on: December 09, 2010, 05:22:37 pm »
I used this
Code: [Select]
For(Z,0,12
Pt-On(Z*8-Q,0,{S+L+10}*8+R+Pic1)
End
copy(L6,L6+96,672)

I used to use a for loop to copy the first row on the ones below one by one but then Quigibo gave me another code. Don't ask me how that copy code actually manages to work, though, as I have no clue. :P
I believe that should be For(Z,0,11) for even more speed. ;)

If you need speed, you can always scroll like this: http://ourl.ca/6248/110297
Of course, since you will only have one sprite that will be scrolled, I think my method's a little overkill. :P

Offline Deep Toaster

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Re: PapiJump
« Reply #53 on: December 09, 2010, 07:14:17 pm »
Oh, for Papi I didn't even need sprites (it would take too much work and would be bigger anyway). The background is a scrolling 96x48 picture, like this one:



So basically I just copy 12 bytes for each row :D




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Re: PapiJump
« Reply #54 on: December 09, 2010, 08:21:30 pm »
I used this
Code: [Select]
For(Z,0,12
Pt-On(Z*8-Q,0,{S+L+10}*8+R+Pic1)
End
copy(L6,L6+96,672)

I used to use a for loop to copy the first row on the ones below one by one but then Quigibo gave me another code. Don't ask me how that copy code actually manages to work, though, as I have no clue. :P
I believe that should be For(Z,0,11) for even more speed. ;)

If you need speed, you can always scroll like this: http://ourl.ca/6248/110297
Of course, since you will only have one sprite that will be scrolled, I think my method's a little overkill. :P
Well in Supersonic Ball I scrolled horizontally so using 0,11 would have caused a blank space to appear to the left or the right, like on NES games.
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Offline Deep Toaster

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Re: PapiJump
« Reply #55 on: December 11, 2010, 11:26:24 pm »
Well, here it is:

Next up is the title screen and the replay screen after you lose the Game game.

EDIT: Wow, I actually capitalized the word "Game" out of habit x.x
* Deep Thought loses and feeds himself to the Grand Lobster
« Last Edit: December 11, 2010, 11:29:58 pm by Deep Thought »




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Re: PapiJump
« Reply #56 on: December 11, 2010, 11:31:55 pm »
Whoops, sorry DJ.  I forgot about that.   :-[

Looks great Deep!  Excellent work as always. :)

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Re: PapiJump
« Reply #57 on: December 12, 2010, 01:27:44 pm »
Wow, I think this is the first time I've seen a screenshot of this. (I really need to keep up with the projects more :-[)
Great job, Deep Thought! :D
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Offline yunhua98

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Re: PapiJump
« Reply #58 on: December 12, 2010, 08:37:43 pm »
That looks great!  now we just gotta figure out how to incorporate that with Happybobjr's accelerometer.  :P

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Offline Happybobjr

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Re: PapiJump
« Reply #59 on: December 12, 2010, 08:50:25 pm »
lmao, It is easy to moddify the code.

But designing a small one that will be great for calc size... I'm trying my hardest.

i was thinking of something like this.


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« Last Edit: December 12, 2010, 08:55:12 pm by happybobjr »
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