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_player1537

Guru-in-Training

Joined: 25 Nov 2009 Posts: 2957
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tifreak8x

Guru

Joined: 16 Mar 2005 Posts: 9059 Location: Sol System
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Posted: 11 Feb 2010 11:18:38 pm Post subject: |
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We need a good Mega Man game, definitely. _________________ Projects: AOD Series: 70% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
Look here for Assembly Resources. |
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_player1537

Guru-in-Training

Joined: 25 Nov 2009 Posts: 2957
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Posted: 11 Feb 2010 11:30:35 pm Post subject: |
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what size sprites should I do, I'm thinking of using 12x12 or 16x16. But 16x16 will be way too big, and I think 8x8 are too small. Also what would be the best sprite routine to do these? _________________ http://tanner.myserverathome.com
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TheStorm

NOU!

Joined: 26 Mar 2007 Posts: 2375
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Posted: 12 Feb 2010 12:23:20 am Post subject: |
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A Pocket BomberMan clone has not been done before either and would be a cool idea if one managed to pull it off, plus the small level size would make it more manageable. _________________
"Always code as if the person who will maintain your code is a maniac serial killer that knows where you live" -Unknown
"If you've done something right no one will know that you've done anything at all" -Futurama
"Have a nice day, or not, the choice is yours." Tom Steiner
<Michael_V> or create a Borg collective and call it The 83+
<Michael_V> Lower your slide cases and prepare to be silent linked. Memory clears are futile. |
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KermMartian

Site Admin

Joined: 14 Mar 2005 Posts: 55736 Location: Earth, Sol, Milky Way
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Posted: 12 Feb 2010 12:31:55 am Post subject: |
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I think that you should start with one of those concepts, but take it in your own direction. _________________
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Will_W

Expert

Joined: 06 Feb 2009 Posts: 529
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Posted: 12 Feb 2010 12:38:06 am Post subject: |
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8x8, or 9x9 character on 8x8 background (In Desolate, the player was 16x9 and the map was made of 8x8 tiles, which was a nice touch) _________________ TI smote the Beta Testers for their insolence and rested. SynThesIs 14
He doesn't have to wake up, you know. I have a laser, and we have a garbage disposal. - Pintsize
What does the GUI say about his fill level? IT'S OVER 9000!!! |
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CDI

Advanced Member

Joined: 01 Sep 2005 Posts: 189 Location: http://facebook.com/403.shtml
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Posted: 12 Feb 2010 11:02:06 am Post subject: |
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The sprite size really depends on the language you code it in, and/or the utility. But since this is TI-BASIC, I would suggest 16x16 on an 8x8 background, or maybe 12x8 on an 8x8 background.
Though, if you do 16x16 sprites, and use an XOR or an OR+XOR method, then in reality your sprites could be anywhere from 9x9 to 16x16, as to not make them too big. But then hit detection gets fun
Personally I'd vote for bomberman using 12x8 sprites on an 8x8 background, or something like that. Bomberman was a fun game  |
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Will_W

Expert

Joined: 06 Feb 2009 Posts: 529
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Posted: 12 Feb 2010 11:43:42 am Post subject: |
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I totally missed the TI-BASIC part. _________________ TI smote the Beta Testers for their insolence and rested. SynThesIs 14
He doesn't have to wake up, you know. I have a laser, and we have a garbage disposal. - Pintsize
What does the GUI say about his fill level? IT'S OVER 9000!!! |
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KermMartian

Site Admin

Joined: 14 Mar 2005 Posts: 55736 Location: Earth, Sol, Milky Way
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Posted: 12 Feb 2010 12:16:48 pm Post subject: |
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| Will_W wrote: | | I totally missed the TI-BASIC part. | As did CDI, it seems. OR+XOR and pixel-based collision detection are quie the challenge in TI-BASIC. I guess Xlib would ease the pain a bit. _________________
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CDI

Advanced Member

Joined: 01 Sep 2005 Posts: 189 Location: http://facebook.com/403.shtml
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Posted: 12 Feb 2010 04:58:31 pm Post subject: |
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| KermMartian wrote: | | Will_W wrote: | | I totally missed the TI-BASIC part. | As did CDI, it seems. OR+XOR and pixel-based collision detection are quie the challenge in TI-BASIC. I guess Xlib would ease the pain a bit. |
| CDI wrote: | | ...utility. But since this is TI-BASIC, I would... |
Now then, we've got that out of the way. OR+XOR just implies how you'd draw the sprite. You'd OR a "shadow" of your character, and then XOR the parts that should be white, to get a sprite displayed, then you could re-draw that part of the map. Mind you the only thing with an update of the LCD attached would be the XOR, and to redraw that part of the map I'd suggest storing the current screen to a pic and then go from there.
As for hit detection, fancy math would be leagues faster than testing for pixels, and lead to better graphics.
Of course if you don't feel the need to have any sort of background layers to your game, just go with a simple XOR and then re-XOR, applying the screen refresh on the first one, but not the second. And then fancy math with a pxl-test( would get you far, but that also depends on how fast pxl-test( is, I forget. And how you manage where the player is on the screen, compared to how the screen is drawn. |
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Galandros
Advanced Newbie

Joined: 23 Oct 2008 Posts: 54
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Posted: 18 Feb 2010 07:26:02 am Post subject: |
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| tifreak8x wrote: | | We need a good Mega Man game, definitely. |
Definitely Megaman Zero. |
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