Excellent game!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).
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.
...
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.
No use for Appvars here, just save it into your program: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.Code: [Select]...
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.
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 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).
9 Posts and a total post rating of +5That's my fan club :D
Wow!
that's cool!
How did you made this?
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:But this idea is possible
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 ...)
This is a good idea but I don't think it will be seen on the calc's screen (see the gif)But it may be possible if programmer slows down the speed of the worm.
(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.O.O I got the idea: having a slow worm is a good idea to move the boxes and to have the animation.
(Whitch would be a good idea because sometimes it's hard to move a box exactly to the right place)
Else it seems like the TI is off.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:)
Would a savegame be possible?
@Programmer, will you use the "run/walk key" idea ?
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.
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.
O.O Another idea, Programmer, could you parse WormsBlock in Ion, MirageOs and NoShell, each time you make a release ?
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"... Yes, it is effectively called "mode"
...
You don't like the arrows inverted ?
No, I don't like the arrows inverted. But it is your game so I won't tell you to remove it.
I didn't very understand your programWhat do you don't understand in the Program?
For a screenie you'll have to ask Hayleia.Ok, I'm here, making a screenie of 1.2 Version.
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.
.MYBASIC My BASIC Program
Icon(FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF)
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):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.
Can Ion program be run without using a shell?
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):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.
Can Ion program be run without using a shell?
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.
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
:.HACK
:Getcalc(appvLEVEL->L
:20->{L}
:Return
but it's not easy to make good sounds with freq(
Is your leveleditor like that one in Shift 4 ??
http://armorgames.com/play/3810/shift-4 (http://armorgames.com/play/3810/shift-4)
Be carefull , it erase the savegame !Not important, we can hack it ;D
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" ? :POf course it is worthwile :D
Well, the game indeed was entertaining.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" ? :POf course it is worthwile :D
Your game is very entertaining and I was sad to see the project dead. Glad you resumed this :)
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.