Omnimaga

Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: Progammer on May 14, 2011, 05:46:02 am

Title: Wormsblock [Axe]
Post by: Progammer on May 14, 2011, 05:46:02 am
Hello. I just finished a game for calculator Ti Axe parser. I want your opinion in order to improve it and make it more fun! (ideas, graphics, difficulty, handling, etc ...) This game call'd WORMSBLOCK If you find any bugs please
report ! Thank you

Link : http://up.sur-la-toile.com/iMIY (http://up.sur-la-toile.com/iMIY)


(http://www.omnimaga.org/index.php?action=dlattach;topic=8393.0;attach=7744)
Title: Re: Axe parser game
Post by: Fast Crash on May 14, 2011, 05:49:27 am
Just tried it, it looks very nice ! But... what is the goal of the game actually ?

EDIT : Isn't this topic in the wrong sub-forum ?
Title: Re: Axe parser game
Post by: Progammer on May 14, 2011, 06:06:36 am
press alpha to see where u have to put the box . Idk if it's the good topic :/
Title: Re: Axe parser game
Post by: Munchor on May 14, 2011, 06:48:33 am
I'd suggest that you create topics for your games/calculator programs here (http://www.omnimaga.org/index.php?board=5.0).
Title: Re: Axe parser game
Post by: DJ Omnimaga on May 14, 2011, 10:24:40 am
HI and welcome to the forums! I moved your topic in the projects section and removed your duplicate post. I will try this when I have some time, although I will probably be busy soon.

I hope you enjoy your stay (and Axe programming)! :D
Title: Re: Axe parser game
Post by: Progammer on May 14, 2011, 10:35:30 am
Ok thank's :)
Title: Re: Axe parser game
Post by: Michael_Lee on May 14, 2011, 01:32:11 pm
Excellent game!

A few suggestions:

1] At the menu screen, add a small key delay so that holding the up or down button doesn't scroll through the options so quickly.
2] Make the up arrow the button to jump.
3] Perhaps add instructions in the game?  If you decreased the font on the menu items, you would definitely have room to add an option to view instructions.
4] Keep the grey box displayed all the time?  It might make the point of the game more clear.  You might want to even consider changing the sprite into something like a flag.

I made a screenie.
Title: Re: Axe parser game
Post by: Stefan Bauwens on May 14, 2011, 02:12:11 pm
Excellent game!

A few suggestions:

1] At the menu screen, add a small key delay so that holding the up or down button doesn't scroll through the options so quickly.
2] Make the up arrow the button to jump.
3] Perhaps add instructions in the game?  If you decreased the font on the menu items, you would definitely have room to add an option to view instructions.
4] Keep the grey box displayed all the time?  It might make the point of the game more clear.  You might want to even consider changing the sprite into something like a flag.

I made a screenie.
Since I havent a 83 plus or so, I appreciate the screenshot a lot. Thanks for that.(Note that it's a walktrough though :P).

Anyway programmer, this game looks awesome! Don't forget to upload it to ticalc.org unless you wanna update it of coure. Good job.
 
Title: Re: Axe parser game
Post by: Progammer on May 14, 2011, 03:20:46 pm
@Michael_Lee  First of all , thank's a lot for the screenie : I wanted that but I didn't knew how to do it :) . Then , I red your suggestions and this is very interessting so I think about changing what you suggested me :)

@Stefan Bauwens What do you mean by "upload to ticalc.org " ? I didn't know this website , I'll go visit !

(Sorry I'm not really good in English :p )
Title: Re: Axe parser game
Post by: DJ Omnimaga on May 14, 2011, 03:42:38 pm
Wow it looks nice O.O. I like the ideas too. I also like that logo on the title screen. Nice work so far! As for ticalc.org he means you should add your game on www.ticalc.org website (you need an account there, though). :)
Title: Re: Axe parser game
Post by: Deep Toaster on May 14, 2011, 03:44:34 pm
ticalc.org is pretty much the biggest calculator file archive around. Stefan meant you should put your program there, so more people can see it :)

File upload form's at http://www.ticalc.org/cgi-bin/file_upload.pl?a=1 (you'll need an account, as DJ said).
Title: Re: Axe parser game
Post by: Progammer on May 14, 2011, 03:45:39 pm
hmm ok but I have to make the README.txt first :(
Title: Re: Axe parser game
Post by: DJ Omnimaga on May 14, 2011, 03:47:40 pm
Readmes are boring to write indeed. You don't need a huge readme, though. Just a description, the game instructions and author name. You can put a link to this topic, your website (if any) or contact info there too.
Title: Re: Axe parser game
Post by: Progammer on May 14, 2011, 03:49:30 pm
Yeah ... But I wanted to explain commands in it . Do you think it's better in the game or in the readme ?
Title: Re: Axe parser game
Post by: DJ Omnimaga on May 14, 2011, 03:52:48 pm
This is exactly what I mean. game instructions == commands and how to play. It's best in the readme.
Title: Re: Axe parser game
Post by: Deep Toaster on May 14, 2011, 03:58:41 pm
Unless you put it in an obvious place (like on the main menu) and you're willing to sacrifice another few hundred bytes, it's a good idea to have a readme file, even if it's a short one.

They are boring to write, though. It's part of the reason I still haven't submitted some old projects like AnyForm, over a year after I made it :P
Title: Re: Axe parser game
Post by: Hayleia on June 05, 2011, 04:05:38 am
And what about some way to access to levels, such as password or savegame or anything ?
Because always start from the start is quite annoying when we only are stuck at level 11.

edit: the following attachement has nothing to do with the rest of the post, just hosting it here
Title: Re: Axe parser game
Post by: Ashbad on June 05, 2011, 08:15:41 am
Well, you can always store player and level data into an Appvar :)
Title: Re: Axe parser game
Post by: DJ Omnimaga on June 07, 2011, 03:58:09 am
Yeah passwords would be nice or being able to restart where you left off.
Title: Re: Axe parser game
Post by: Progammer on June 13, 2011, 05:46:34 pm
Yeah ... I know that's a probleme ... But I dont really know how to use appsvar . Don't worry I will do something about that in the next version :)
Title: Re: Axe parser game
Post by: DJ Omnimaga on June 13, 2011, 08:11:32 pm
Ah ok. Well feel free to ask for help if you need any (maybe look at topics in the Axe help section)
Title: Re: Axe parser game
Post by: Hayleia on June 14, 2011, 03:20:04 am
No use for Appvars here, just save it into your program:
Code: [Select]
...
Data{1}→GDB1
.somewhere in your prog, better in the beginning
...
Lbl SAV
.for saving, L is the level you are at
L→{GDB1}
...
The Data at GDB1 will be initialized at 1 when compiling but with writeback (is that it ?), it will change with the L→{GDB1}. You even can make several SaveGames doing Data{1,1,1,1,1}, then L→{GDB1}+P with P chosen at the beginning between 0 and 4.
Title: Re: Axe parser game
Post by: FinaleTI on June 14, 2011, 05:58:23 am
If you want to learn to use appvars, I did begin to write a tutorial on TI-OS vars.
You can find it here (http://ourl.ca/8294). I hope it's of some use.
Title: Re: Axe parser game
Post by: Deep Toaster on June 14, 2011, 11:01:52 am
Quote from: Hayleia
No use for Appvars here, just save it into your program:
Code: [Select]
...
Data{1}→GDB1
.somewhere in your prog, better in the beginning
...
Lbl SAV
.for saving, L is the level you are at
L→{GDB1}
...
The Data at GDB1 will be initialized at 1 when compiling but with writeback (is that it ?), it will change with the L→{GDB1}. You even can make several SaveGames doing Data{1,1,1,1,1}, then L→{GDB1}+P with P chosen at the beginning between 0 and 4.
The problem with that is that unless the program is run from a shell with writeback enabled, the changes will be lost when the program quits.
Title: Re: Axe parser game
Post by: Hayleia on June 15, 2011, 02:37:02 am
The problem with that is that unless the program is run from a shell with writeback enabled, the changes will be lost when the program quits.
There are other problems, for example when we change the version of the game, we also lose all progress. I only submitted that solution because it was easy, not because it was the best ;) . We don't have any of those problems with appvars but it is (a bit) more difficult (but with FinaleTI's tuto, the programmer would surely manage).
Title: Re: Axe parser game
Post by: Progammer on June 17, 2011, 01:45:53 pm
With the tutorial of finalTI , I added savegame by appvars :) . I also change some things . If somebody wants to help me , I need new maps because I'm out of imagination ! Enjoy v1.2


http://up.sur-la-toile.com/iOgF (http://up.sur-la-toile.com/iOgF)
Title: Re: Axe parser game
Post by: Munchor on June 17, 2011, 07:49:09 pm
This is a wonderful game, very nice job!
Title: Re: Axe parser game
Post by: Hayleia on June 18, 2011, 02:42:27 am
Yeah !!!
I won't be bored in philosophy class !!! Erm, no, that's not what I meant.
You got a +1, and FinaleTI too.

Is it normal that after pushing the button (that breaks every breakable block), keys are inverted ?
Title: Re: Axe parser game
Post by: Progammer on June 18, 2011, 07:55:11 am
Yeah this is normal , it makes the game harder . But I will maybe remove it because I don't know if it's a so good idea .

(how can I give +1 ? )
Title: Re: Axe parser game
Post by: Spyro543 on June 18, 2011, 09:38:16 am
You have to have 40 posts.
Title: Re: Axe parser game
Post by: p2 on June 18, 2011, 09:48:14 am
9 Posts and a total post rating of +5
Wow!
that's cool!
How did you made this?

Your game looks super.
I'll test it.


May you make the worm animated? (while walking)
Title: Re: Axe parser game
Post by: Progammer on June 18, 2011, 10:18:28 am
9 Posts and a total post rating of +5
Wow!
that's cool!
How did you made this?

That's my fan club  :D

Tht's a good idea to animate the worm but I m so bad at drawing sprites :(
Title: Re: Axe parser game
Post by: p2 on June 18, 2011, 10:43:57 am
You can make it like this:


And you can hake that the worm closes his eyes while falling.
Title: Re: Axe parser game
Post by: Progammer on June 18, 2011, 10:58:26 am
Ok thank's ! I will try it
Title: Re: Axe parser game
Post by: p2 on June 18, 2011, 11:01:14 am
New idea:
You can make that the worm sleeps if no key was pressed for one minute.
(Laying down and Z Z Z Z Z Z Z ...)









Title: Re: Axe parser game
Post by: Progammer on June 18, 2011, 11:50:05 am
Yes very good idea :) thank you , I will work on it
Title: Re: Axe parser game
Post by: p2 on June 18, 2011, 12:28:10 pm
What do you think when it'll be ready?
Tomorrow?
in 2 days?
3 days?



And don't forget the HELP.
(where to jump / pause / restart level / save current stat / ...)  ;)
And don't forget, too, that the level should restart when a block falls on the worm
For example in lv1. If I walk into the little circle, the blocks will disappear and the block will fall down. If I walk left while the block is falling down, the block will land on the worm (Ouch!)
Title: Re: Axe parser game
Post by: Progammer on June 18, 2011, 01:05:08 pm
Well in the next levels , block have to fall on the worm to complete the level . I think it will be rdy in 1 week cause of exams
Title: Re: Axe parser game
Post by: p2 on June 18, 2011, 02:26:10 pm
I've been testing it.
Now I'm lv 16 or 17.#
How many levels are in the game?
Title: Re: Axe parser game
Post by: Progammer on June 18, 2011, 02:35:27 pm
20 :)
Title: Re: Axe parser game
Post by: p2 on June 18, 2011, 02:40:17 pm
ooh  :'(

I hope you'll make more in version 2.0
Else I'll have it in 1 or 2 hours. :P

But your game is really great.  ;)

There's only one Bug:
If you yomp into the circle, he blocks will disappear.
But only if you're yumping up to it.
If you jump from left or rihgt into it, it won't do anything.
Title: Re: Axe parser game
Post by: Progammer on June 18, 2011, 02:44:00 pm
... I think 2-3 hours :p . Ok I will fix that , thank's for your help :)
Title: Re: Axe parser game
Post by: p2 on June 18, 2011, 02:45:44 pm
You're welcome.
send me a PM (personal message) if you need any help.
 ;)
Title: Re: Axe parser game
Post by: Hayleia on June 19, 2011, 02:57:17 am
May you make the worm animated? (while walking)
This is a good idea but I don't think it will be seen on the calc's screen (see the gif)

New idea:
You can make that the worm sleeps if no key was pressed for one minute.
(Laying down and Z Z Z Z Z Z Z ...)
But this idea is possible
Title: Re: Axe parser game
Post by: p2 on June 19, 2011, 06:44:45 am
May you make the worm animated? (while walking)
Quote from: Hayleia
This is a good idea but I don't think it will be seen on the calc's screen (see the gif)
(http://www.omnimaga.org/index.php?action=dlattach;topic=8393.0;attach=8220;image)
But it may be possible if programmer slows down the speed of the worm.
(Whitch would be a good idea because sometimes it's hard to move a box exactly to the right place)

@Programmer:   I'll try it.
                Maybe I'll find a few maps  ;)

Title: Re: Axe parser game
Post by: Hayleia on June 19, 2011, 06:52:13 am
But it may be possible if programmer slows down the speed of the worm.
(Whitch would be a good idea because sometimes it's hard to move a box exactly to the right place)
O.O I got the idea: having a slow worm is a good idea to move the boxes and to have the animation.
But it will be annoying the most part of the time.
So, we could improve p2's idea by making a "run mode" and a "walk mode". Only one key is needed. For example, in the code, there can be "Pause V" with V value changing in function if we pressed the "run key" or not.
(did everyboy understand or is my English very bad ?)
Title: Re: Axe parser game
Post by: p2 on June 19, 2011, 06:56:49 am
Ok. Good idea.  ;)
But I forgot to say:
with MATH the game will be paused. but it will be better if there'll be  PAUSE - PRESS [MATH] TO CONTINUE
Else it seems like the TI is off.

And what's about a savegame?
Would a savegame be possible?
It would be very useful.
Title: Re: Axe parser game
Post by: Progammer on June 19, 2011, 06:58:56 am
I won't decrease the worm's speed because the game Will become Boring . As hayleia said , i tried to animate the worm but we can't see anything . I Will try to make the worms sleeping when the player does Nothing :)       @p2 I Wait your maps ;)
Title: Re: Axe parser game
Post by: Hayleia on June 19, 2011, 06:59:06 am
Else it seems like the TI is off.
Would a savegame be possible?
I think this is the aim to make the TI look like if it is off, to avoid your teacher to see you are playing (or your teacher would like to have the game :evillaugh:)
The savegame was added in the 1.2 version but the keys are inverted when you touch the button. You choose the version you want, after ;D.


@Programmer, will you use the "run/walk key" idea ?
Title: Re: Axe parser game
Post by: Progammer on June 19, 2011, 07:03:11 am
The slow mode is a good idéa !
Title: Re: Axe parser game
Post by: p2 on June 19, 2011, 07:09:42 am
There are better ways to show the teacher that you haven't made anything vorbidden (playing while teacher's talking)

I've made a top program a few months ago:

Spoiler For my program:
It's for getting the complete Calculation path ot a calculation like (aX²+bX+c)
It's tarning is pefrect.
It's name is PAKMAN02 (like pacman)
Every Input looks like a calculation, You'll have to press GRAPH to see the Calculation path.
If youu press any key, It'll show some calculations and you can really calculate things there.
But to see the calculation path again, you'll have to input RUN

I've used it in KAs and noone noticed something  ;D
Title: Re: Axe parser game
Post by: Hayleia on June 19, 2011, 07:26:42 am
I didn't very understand your program but it is a basic program, WormsBlock is an Axe one.
O.O Another idea, Programmer, could you parse WormsBlock in Ion, MirageOs and NoShell, each time you make a release ?
Title: Re: Axe parser game
Post by: Progammer on June 19, 2011, 07:27:35 am
@Programmer, will you use the "run/walk key" idea ?

Yes I've done it . You just have to press the "mode" button . (sorry I don't know the english word) but it's the button at the right of "2nd"

Ok. Good idea.  ;)
But I forgot to say:
with MATH the game will be paused. but it will be better if there'll be  PAUSE - PRESS [MATH] TO CONTINUE
Else it seems like the TI is off.



As hayleia mentionned , It can be usefull to avoid your teacher to see you are playing :)

The savegame was added in the 1.2 version but the keys are inverted when you touch the button. You choose the version you want, after ;D.

You don't like the arrows inverted ?

Edit :

O.O Another idea, Programmer, could you parse WormsBlock in Ion, MirageOs and NoShell, each time you make a release ?

Yes I will
Title: Re: Axe parser game
Post by: Hayleia on June 19, 2011, 07:31:03 am
Yes I've done it . You just have to press the "mode" button . (sorry I don't know the english word) but it's the button at the right of "2nd"
...
You don't like the arrows inverted ?
... Yes, it is effectively called "mode"
No, I don't like the arrows inverted. But it is your game so I won't tell you to remove it.
Title: Re: Axe parser game
Post by: Progammer on June 19, 2011, 07:35:40 am
No, I don't like the arrows inverted. But it is your game so I won't tell you to remove it.

Some people said me that they didn't like too . So I need opinion about that :)
Title: Re: Axe parser game
Post by: Hayleia on June 19, 2011, 07:45:00 am
??? We have to press the mode button to activate run/walk mode or do we have to keep it press to walk or run ?
Maybe we should ask p2's opinion about the inverted arrows.
Title: Re: Axe parser game
Post by: Progammer on June 19, 2011, 07:50:52 am
Yeah P2 what do you think about the inversion in v1.2 ?

We have to press the mode button to activate run/walk mode or do we have to keep it press to walk or run ?

Autosave , you dont need any key (in v1.2) but if you want to reset the game , press "delete" , near "mode" on the menu screen
Title: Re: Axe parser game
Post by: p2 on June 19, 2011, 07:53:16 am
How to save in the game?
whitch key is it?




Quote from: Hayleia
I didn't very understand your program
What do you don't understand in the Program?

You first input A, then B, and then C
Then press GRAPH and look at the Calculation Path.
if a teacher cames, press any key, but NOT Enter.
With enter you'll have to inpot new a, b and c.
If the teacher is away, Input RUN and you'll see the calculation path agein.
(to see the calculation path, you need xLib. Maybe that's the problem)




How to load savegame?
CLEAR quits.
if I play the game later again, I'm in lv1
Title: Re: Axe parser game
Post by: Progammer on June 19, 2011, 07:56:09 am
Yes but you play v1.0 right ?
Title: Re: Axe parser game
Post by: p2 on June 19, 2011, 08:48:28 am
IT'S REALLY ANNOYING.
But you can make a menue (invention on/off)
Title: Re: Axe parser game
Post by: Deep Toaster on June 19, 2011, 11:52:46 am
This is really late, but wow, just saw the screenies. Looking amazing! I'll try this later.
Title: Re: Axe parser game
Post by: mrmprog on June 19, 2011, 12:04:58 pm
LOL, this looks really nice. The screenies made me laugh just watching. Keep it up!
Title: Re: Axe parser game
Post by: Munchor on June 19, 2011, 12:13:31 pm
Actually, this would have been a great contest entry :D
Title: Re: Axe parser game
Post by: Progammer on June 19, 2011, 01:06:21 pm
Ok So I will remove the inversion .. Thank's all for your support !
Title: Re: Axe parser game
Post by: p2 on June 20, 2011, 10:10:10 am
New idea for Wormsblock 2:
Sounds!
Would it be possible to integrate sounds into the game?
(When jumping or while falling down)

I'm still working at the maps.
will be ready soon.
Title: Re: Axe parser game
Post by: Progammer on June 20, 2011, 10:35:51 am
OK :) well I don't know anything about sounds :/
Title: Re: Axe parser game
Post by: p2 on June 20, 2011, 10:40:53 am
http://ourl.ca/6263 (http://ourl.ca/6263)
That's the best posibillity to make it.

But I don't know how to run the sound-program while playing.
There you'll have to ask someone else.

Ask the Axe-developpers.
Title: Re: Axe parser game
Post by: Michael_Lee on June 20, 2011, 11:07:35 am
You don't need anything complex like the MIDI to Axe converter - just use 'Freq(' commands.
Title: Re: Axe parser game
Post by: p2 on June 20, 2011, 11:35:24 am
but it's not easy to make good sounds with freq(
Title: Re: Axe parser game
Post by: Michael_Lee on June 20, 2011, 11:41:19 am
Not really.  It just takes a little bit of experimentation to get decent sound-effects.

I think Axe comes with a demo of its sound effects that you could look at.

Sound-tracks and actual music would be hard though, I agree.
Title: Re: Axe parser game
Post by: Progammer on June 20, 2011, 03:04:25 pm
Can somebody make a screenie of v1.2 please ? I don't know how to do it ...
Title: Re: Axe parser game
Post by: p2 on June 21, 2011, 03:51:14 am
For a screenie you'll have to ask Hayleia.
Hayleia uses Wabbitemu for it.

Why don't you make a special versions for Mirage and for Doors?
Then you can write the mirage-tag into your program.
::"Wormsblock v1.2 at the beginning of the program.
In Mirage is this text will be shown the bottom if you chose WORMSBLOC.
Now, there's shown nothing.
Spoiler For Spoiler:
(http://ts3.mm.bing.net/images/thumbnail.aspx?q=1030411263002&id=7a743a61b8833c63346b46ecd0df78ed&url=http%3a%2f%2fticalc.fc2web.com%2fdocs%2fti84pse_apps%2fmirageos_basic3.gif)There where is written "My BASIC program"

But I don't know if the program will run on Doors if you add the mirage-tag to it.
That's why you'll maybe need a special version for DoorsCS.

Title: Re: Axe parser game
Post by: Hayleia on June 21, 2011, 06:51:49 am
For a screenie you'll have to ask Hayleia.
Hayleia uses Wabbitemu for it.
Why don't you make a special versions for Mirage and for Doors?
Then you can write the mirage-tag into your program.
::"Wormsblock v1.2 at the beginning of the program.
In Mirage is this text will be shown the bottom if you chose WORMSBLOC.
Now, there's shown nothing.
But I don't know if the program will run on Doors if you add the mirage-tag to it.
That's why you'll maybe need a special version for DoorsCS.
Ok, I'm here, making a screenie of 1.2 Version.
Making a special version for DoorsCS is useless as it runs every program (Ion,Mos,NoShell,etc)
"::"Wormsblock v1.2 at the beginning of the program" is for Basic programs, not Axe so it won't work.
Title: Re: Axe parser game
Post by: p2 on June 21, 2011, 10:59:55 am
Yoe, you're right.
I've noticed that it was just possible at my TI because I've actiwated Deutsch, xLib, ... at the same time.
That's why someting is a bit strange on my TI.
Title: Re: Axe parser game
Post by: ztrumpet on June 21, 2011, 12:47:11 pm
It's actually possible in Axe too.  Here's what you do:
Make the first line of your code like this: period, program name, space, description
You can also add an icon to your program with the Icon command. :)
Example of this program with a completely black image:
Spoiler For Spoiler:
(http://ts3.mm.bing.net/images/thumbnail.aspx?q=1030411263002&id=7a743a61b8833c63346b46ecd0df78ed&url=http%3a%2f%2fticalc.fc2web.com%2fdocs%2fti84pse_apps%2fmirageos_basic3.gif)There where is written "My BASIC program"
Code: [Select]
.MYBASIC My BASIC Program
Icon(FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF)

You will need a separate version for Mirage and DCS if you want the icon, but if you only care about the description you can compile it for Ion and run it from the homescreen or in any shell.  That's why I always compile my programs for Ion.
Title: Re: Axe parser game
Post by: Michael_Lee on June 21, 2011, 01:03:49 pm
A quick question for you (because I'm too lazy to actually go and test myself):
Can Ion program be run without using a shell?
Title: Re: Axe parser game
Post by: ztrumpet on June 21, 2011, 01:05:16 pm
Can Ion program be run without using a shell?
Yes.  :)
Title: Re: Axe parser game
Post by: JosJuice on June 21, 2011, 01:05:39 pm
A quick question for you (because I'm too lazy to actually go and test myself):
Can Ion program be run without using a shell?
There are two kinds of Ion programs. All Ion programs that are made in Axe are of the first kind, and can be run without using a shell.
Title: Re: Axe parser game
Post by: Michael_Lee on June 21, 2011, 01:07:44 pm
Can Ion program be run without using a shell?
Yes.  :)

A quick question for you (because I'm too lazy to actually go and test myself):
Can Ion program be run without using a shell?
There are two kinds of Ion programs. All Ion programs that are made in Axe are of the first kind, and can be run without using a shell.

 :w00t: I did not know that.  I'm going to go change my default settings now ;D
Title: Re: Axe parser game
Post by: Ashbad on June 21, 2011, 01:56:04 pm
Technically, you CAN run an Ion program from an Asm() denomination.  However, I do not recommend it.  MOS and DCS7 programs have a RET saving "net" that don't allow you to run Shell-dependent programs without the shell.  Ion is ancient and lacks this; Ion programs that use built in routines and are run with Asm() might fail.
Title: Re: Axe parser game
Post by: p2 on June 21, 2011, 02:01:55 pm
@programmer:
It's no good idea to change the functions of the left-and right Key.
But what's about reflecting the screen, that everything will be on the other side of the map.
(of cause it should be possible to deactivate this function.
Title: Re: Axe parser game
Post by: ztrumpet on June 21, 2011, 02:04:47 pm
Technically, you CAN run an Ion program from an Asm() denomination.  However, I do not recommend it.  MOS and DCS7 programs have a RET saving "net" that don't allow you to run Shell-dependent programs without the shell.  Ion is ancient and lacks this; Ion programs that use built in routines and are run with Asm() might fail.
Right, but Axe doesn't call any Ion shell routines, so it's alright to run Ion programs from the homescreen.
Title: Re: Axe parser game
Post by: p2 on June 21, 2011, 02:08:23 pm
(http://www.omnimaga.org/index.php?action=dlattach;topic=8983.0;attach=8244;image)
(http://www.omnimaga.org/index.php?action=dlattach;topic=8983.0;attach=8245;image)
finished them yesterday.
do you know the soluton of the levels?

I hope they are good enough.

still working on more maps.





p2
Title: Re: Axe parser game
Post by: Progammer on June 22, 2011, 03:09:49 pm
Great ! I will try them now :D
Title: Re: Axe parser game
Post by: Progammer on June 22, 2011, 03:23:03 pm
I think the maps are not possible :( I don't understand the 1st . The 2nd is good but u have to add a block near the 1st block end because we can't push a block why jumping . Explain me the 1st map pelase :) Anyway thank's a lot :)
Title: Re: Axe parser game
Post by: DJ Omnimaga on June 22, 2011, 03:41:25 pm
Looks nice.

By the way to run Ion programs you need a shell in some ways. You can't just plain run a Ion game without having a shell installed on the calc. If you choose Doors CS, for example, you can still launch the game from the PRGM menu, but after a reset, it you still need to run DCS at least once
Title: Re: Axe parser game
Post by: ztrumpet on June 22, 2011, 04:38:00 pm
Actually, DJ, you can. ;)   You just need to run it as Asm(PROGRAM from the homescreen and it will work, providing it's the correct type of Ion file.  Axe programs can run from the homescreen fine if compiled for Ion.
Title: Re: Axe parser game
Post by: Quigibo on June 22, 2011, 05:44:18 pm
Yeah, this is only special to Axe since the executables never call Ion/MOS/DCS routines so they can actually be run without the shell.  In the case of MOS and DCS shells, you could also theoretically run those without the shells, but you would need some other program to launch them with the right entry point.
Title: Re: Axe parser game
Post by: p2 on June 23, 2011, 08:36:12 am
sorry, programm
I forgot to draw a few lines:

Do you know the solution of this ones?
Title: Re: Axe parser game
Post by: Progammer on June 23, 2011, 12:50:34 pm
Level 2 is great now :) but lvl 1 is still impossible : the worms cant go under the "_____" sprite :/
Title: Re: Axe parser game
Post by: p2 on June 23, 2011, 01:12:58 pm
NOW it's possible.
I'd forgot that that's not possible. :P

New maps are coming soon...
(Have 1 new ready. drawing it right now.)


Have you planed to use moving blocks in 2.0?
And how do you save the maps in the game?
lists?




EDIT:
lv3 is ready.  :D
But is it possible?
I'm not sure if the worm will be fast enough.  :-\
Title: Re: Axe parser game
Post by: Progammer on June 23, 2011, 01:35:17 pm
Cool maps ! I will try lvl 3 and lvl 1 is now ok . I try to make an editor maps in the game but it's very hard :( It doesn't work
Title: Re: Axe parser game
Post by: p2 on June 23, 2011, 01:40:42 pm
That's normal.  ;)
If everything works exactly like it should, you must be a god.

when will the next version be ready?
Title: Re: Axe parser game
Post by: Progammer on June 23, 2011, 01:42:15 pm
I'm a god !!!  ;) Well I don't know , I have an exam tomorrow and after that's holidays . So maybe in a few days , maybe in a few month .. But something is sure : I need more maps for v2.0 so I appreciate your help :)
Title: Re: Axe parser game
Post by: p2 on June 23, 2011, 01:46:09 pm
I'll make more.
I've hollidays, now.  :D
But in 1 week school starts again.  :'( :-[ >:( :banghead: :mad:
But aniway. You'lkl get enough maps from me.

Just try to modify the mapeditor.

I'll go off.
tomorrow I'll send you more.



p2
Title: Re: Axe parser game
Post by: Progammer on June 23, 2011, 01:47:50 pm
By the way , Do not bother to draw maps ! just give me the datas like that :

[000000000000]
[000000000000]
[000000000000]
[000000000000]
[000000000000]
[000000000000]
[000000000000]
[000000000000]

(empty map here)

0 = empty
1 = normal block you can't move
2 = block 1
3 = block 1 end
4 = Worms
5 = block 2
6 = block 2 end
7 = "______"
8 = interruptor
9 = breakable blocks
Title: Re: Axe parser game
Post by: Ashbad on June 23, 2011, 01:59:22 pm
I'mm assuming you're using hexadecimal delimitations to include the map data into your game, so this would be the real way to do it:

[000000000000000000000000]
[000000000000000000000000]
[000000000000000000000000]
[000000000000000000000000]
[000000000000000000000000]
[000000000000000000000000]
[000000000000000000000000]
[000000000000000000000000]


00 = empty
01 = normal block you can't move
02 = block 1
03 = block 1 end
04 = Worms
05 = block 2
06 = block 2 end
07 = "______"
08 = interruptor
09 = breakable blocks
Title: Re: Axe parser game
Post by: Progammer on June 23, 2011, 02:16:59 pm
Yes But data are compressed so I can store 2 tiles into 1 octet by using:
{Octet}^16 or
{Octet}/16
Title: Re: Axe parser game
Post by: Hayleia on June 24, 2011, 04:02:27 am
[Program request] Could you make that the appvars goes in archive when the game quits, and goes in RAM when needed ? [/Program request]
Title: Re: Axe parser game
Post by: Progammer on June 24, 2011, 04:34:58 am
Ah yes , to "avoid" ram clear ? But My game will be easy to hack by using a sub programme :

:.HACK
:Getcalc(appvLEVEL->L
:20->{L}
:Return

Maybe I will have to use a cryptage systeme ? And if somebody input a wrong number , Scores are cleared ! :D
Title: Re: Axe parser game
Post by: aeTIos on June 24, 2011, 04:36:02 am
does not matter, if you wanna hack, you should do it. if you just wanna play, you won't hack.
Title: Re: Axe parser game
Post by: AngelFish on June 24, 2011, 04:40:18 am
Ah yes , to "avoid" ram clear ? But My game will be easy to hack by using a sub programme :

:.HACK
:Getcalc(appvLEVEL->L
:20->{L}
:Return

Maybe I will have to use a cryptage systeme ? And if somebody input a wrong number , Scores are cleared ! :D

It's possible to hack a game no matter what you do to secure it :P
Title: Re: Axe parser game
Post by: Progammer on June 24, 2011, 04:46:35 am
ok ok

Map editor works !! Ok it's very basic for the moment and if you save your map it will be store in the level 1 but that WOOOOOOOOOOOOOOOOOOOOOORRRRRRRRRRRKKKKKKKKKKKKSSSSSSSSSSS !  <_<
Title: Re: Axe parser game
Post by: Hayleia on June 24, 2011, 05:49:42 am
:.HACK
:Getcalc(appvLEVEL->L
:20->{L}
:Return

*Hayleia goes to hack the savegame
Ermm.. You have forgotten those :Getcalc("appvLEVEL"→L
Title: Re: Axe parser game
Post by: Munchor on June 24, 2011, 07:27:43 am
but it's not easy to make good sounds with freq(

There's an Axe Example included with Axe that's very explanatory, I use it all the time :)
Title: Re: Axe parser game
Post by: p2 on June 25, 2011, 04:25:11 am
@programmer:
I've made more maps.
will  upload them later.
(haven't drawn them yet)


p2



Is your leveleditor like that one in Shift 4 ??
http://armorgames.com/play/3810/shift-4 (http://armorgames.com/play/3810/shift-4)
Title: Re: Axe parser game
Post by: Progammer on June 25, 2011, 07:26:08 am

Is your leveleditor like that one in Shift 4 ??
http://armorgames.com/play/3810/shift-4 (http://armorgames.com/play/3810/shift-4)

Yes , A sort of ! I will give you soon the new version ( there are bugs etc but it will be easier for you to drawing maps )
Title: Re: Axe parser game
Post by: p2 on June 25, 2011, 08:29:00 am
Yes!
that's sure.
I'm drawing them on Paper and then drawing them on computer again.#
I'll send you the next map in 5 or 10 minutes.
Title: Re: Axe parser game
Post by: Progammer on June 25, 2011, 08:35:29 am
Great ! I add them and I send you my programme with the edit mode and your newx maps :)

the 1st map is great ! My new last level !
Title: Re: Axe parser game
Post by: p2 on June 25, 2011, 08:41:43 am
Cool
Here's the map.
It looks hard but it's easy  8)

my second one isn't possible.
(I thought everys block is movable.)
Title: Re: Axe parser game
Post by: p2 on June 25, 2011, 08:59:29 am
Can you send me the program in a PM (personal message), if it's ready?
(modify any of your old posts and input there the program. Then tell me the link to it in a PM)
Title: Re: Axe parser game
Post by: Progammer on June 25, 2011, 09:03:23 am
v1.2b

http://up.sur-la-toile.com/iOBj (not achieved)

to edit a map , go in edit menu . Then move the cursor with arrows and chose the blocks with 0-9 key . Then press cancel and go to play menu . Be carefull , it erase the savegame !
Title: Re: Axe parser game
Post by: p2 on June 25, 2011, 09:05:21 am
perfect!!
thanx!

can you already use OMNOM IRC?
Title: Re: Axe parser game
Post by: p2 on June 25, 2011, 09:22:48 am
It's possible to set many Worms. But the last one is the real worm.


lv 1 is the test-level!
nice!

And if you yuit EDITOR, It still says "AVABLE IN V2.0"  :D

And the keys are still inverted  :'(  :'(
Title: Re: Axe parser game
Post by: Progammer on June 25, 2011, 09:47:09 am
Is the lvl 4 possible ??? I don't find the way !
Title: Re: Axe parser game
Post by: Hayleia on June 25, 2011, 10:31:44 am
Be carefull , it erase the savegame !
Not important, we can hack it ;D
Title: Re: Axe parser game
Post by: Progammer on June 25, 2011, 10:56:12 am
lol :)
Title: Re: Axe parser game
Post by: p2 on June 25, 2011, 11:49:21 am
I thought so.



It is possible, if jou change a little detail:
The _____ left under the 3 Breakable blocks must be moved 8 pixels left. (see Pictures)
(http://www.omnimaga.org/index.php?action=dlattach;topic=8393.0;attach=8322;image)


Make this:
go right (finish the first block!)go back (left)Jump on the breakable block.
Then jump onto the second breakable block right.
Jump over the second special block and move it one block left.
Go down into the circle.
Done!
Title: Re: Axe parser game
Post by: Progammer on June 25, 2011, 12:26:45 pm
ok :) Did u see your levels in the new version ? :)
Title: Re: Axe parser game
Post by: p2 on June 25, 2011, 12:38:47 pm
I'm just testing new ideas in lv1.
They don't work  :'(
But making it on TI is funny :D

I'll look for them.
(Hope I'll be able to win this levels.)  ;D

You'll get 2 or 3 new maps tomorrow (if I can go onn tomorrow)



BUT PLEASE MAKE SOMETHING THAT THE KEYS ARE NORMAL AFTER BREAKING THE BREAKABLE CLOCKS.
NOT INVERT LEFT AND RIGHT!!!!
(but you can make the map mirrored.)  ;)

p2
Title: Re: Axe parser game
Post by: Progammer on June 25, 2011, 12:54:40 pm
ok I will ;)
Title: Re: Axe parser game
Post by: p2 on June 26, 2011, 08:25:31 am
Sorry, programmer.
I wasn't able to finish the new maps, yet.  :-\
(No time because it's my birthday.)
But you'll get your maps later.

p2


Question:
How is it possible to win in lv14 ??
Title: Re: Axe parser game
Post by: Progammer on June 26, 2011, 08:46:53 am
Happy birthday ! :) lvl 14 is hard but possible :p I m sure you can find
Title: Re: Axe parser game
Post by: Hayleia on June 26, 2011, 11:32:30 am
Happy birthday !!!! :w00t:
Title: Re: Axe parser game
Post by: p2 on June 26, 2011, 12:42:04 pm
Thanx!
14 Jears!  :D
Strafmündig!  :P        (what is that in English?)




Can you give me a little hint?

(I'm sure I must move the Worm. And with the worm I must move the blocks.
But that's everything I found out about the level. ) :P
Title: Re: Axe parser game
Post by: Progammer on June 26, 2011, 03:48:56 pm
Omg you have 14 today and you can't complete level 14 ? :p
Title: Re: Axe parser game
Post by: p2 on June 28, 2011, 01:24:04 pm
Here are the first two of four new levels.
The others will come soon.
(I think in one or two hours I'll have drawn them all, so that I can give them to you.)

map 006 is just as easy, because I think you need more hard AND more very easy levels.
5 easy levels and 30 hard ones wouldn't be so good for bad players.
So 006 is a very easy one.
 ;D Do you know it's solution??  ;)
Title: Re: Axe parser game
Post by: aeTIos on June 29, 2011, 04:36:23 am
IMO, you should have increasing difficulcy.
Title: Re: Axe parser game
Post by: p2 on June 29, 2011, 06:48:46 am
The other ones wouldn't be so easy.

1 of 3 new levels:
I think it is possible...
Title: Re: Axe parser game
Post by: Progammer on January 13, 2012, 04:00:06 pm
Up ! I finished v2.0 !
Title: Re: Axe parser game
Post by: Hayleia on January 14, 2012, 11:27:36 am
:D
??? (download link ?)
Title: Re: Axe parser game
Post by: Progammer on August 08, 2012, 06:23:07 am
Up !I come back on this project . I was asking myself about upload final version of this game (adding numerous levels ,adding mirror mode, fixing last buggs and writing the "readme.txt") . Do you think it worthwhile or is my game too "has-been" ? :P
Title: Re: Axe parser game
Post by: Hayleia on August 08, 2012, 07:33:30 am
Up !I come back on this project . I was asking myself about upload final version of this game (adding numerous levels ,adding mirror mode, fixing last buggs and writing the "readme.txt") . Do you think it worthwhile or is my game too "has-been" ? :P
Of course it is worthwile :D
Your game is very entertaining and I was sad to see the project dead. Glad you resumed this :)
Title: Re: Axe parser game
Post by: p2 on August 08, 2012, 11:17:18 am
Up !I come back on this project . I was asking myself about upload final version of this game (adding numerous levels ,adding mirror mode, fixing last buggs and writing the "readme.txt") . Do you think it worthwhile or is my game too "has-been" ? :P
Of course it is worthwile :D
Your game is very entertaining and I was sad to see the project dead. Glad you resumed this :)
Well, the game indeed was entertaining.
it was that much more interesting than all the things we would have had to do without it! (especially in school)

If you need some more levels - Just ask me! ;)
(But before I can help you I need to play it again a few times - I dont remember the blocks anymore :P

I'm glad that you continue that game! ;)
Title: Re: Axe parser game
Post by: Progammer on August 09, 2012, 06:33:34 am
Kk tell me when you are ready ;) Just finished a hard level . How many should I do ?(have already about 25) 30 ? 50 ? 100 ? :o

By the way , I will of course add you in credits for your help :)

I NEED NEW SPRITES !!!!!!!!!! Anybody could draw me some 8x8 monochrome sprites to improve current graphics of my game ? :)
Title: Re: Wormsblock [Axe]
Post by: Eiyeron on August 09, 2012, 10:27:57 am
Doing some sprites! Which do you need?
Title: Re: Wormsblock [Axe]
Post by: Progammer on August 09, 2012, 10:45:23 am
Hmm every sprites you can see on gif / screenies xd . Blocks , Worm , button etc
Title: Re: Wormsblock [Axe]
Post by: Eiyeron on August 09, 2012, 10:47:59 am
Here a wall sprite test. Yup, the interior looks like a floor, but if you want, I can change that
Title: Re: Wormsblock [Axe]
Post by: Progammer on August 09, 2012, 10:50:49 am
this is 32x32 :o
Title: Re: Wormsblock [Axe]
Post by: Eiyeron on August 09, 2012, 10:52:01 am
Yup, Cut these on 9 sprites. Each of the 8 border sprites are facing "air", and the middle fills the wall.
Title: Re: Wormsblock [Axe]
Post by: Progammer on August 09, 2012, 10:55:41 am
Eh I see not too bad :)

Edit: But there is a problem with it :( My detection collision system uses pxltest and not tilemap .. so I need sprites with borders everywhere : at least [FF818181818181FF]
Title: Re: Wormsblock [Axe]
Post by: Eiyeron on August 09, 2012, 11:00:12 am
2 options for you!
You make a intelligent tilemap routine, or you use the other 8*8 sprite I did ^^
Title: Re: Wormsblock [Axe]
Post by: Progammer on August 09, 2012, 11:32:34 am
2nd solution :) thank you
Title: Re: Wormsblock [Axe]
Post by: Hayleia on August 09, 2012, 11:37:23 am
Edit: But there is a problem with it :( My detection collision system uses pxltest and not tilemap .. so I need sprites with borders everywhere : at least [FF818181818181FF]
Easy way to avoid this problem: use two buffers.
One buffer is for displaying, the other one is not displayed and is for collision detection ;)
Title: Re: Wormsblock [Axe]
Post by: Sorunome on August 09, 2012, 11:39:55 am
Good idea! Should work! ;)
(I'm p2, using sorunome's laptop) ^^