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calc84maniac
Elite
Joined: 22 Jan 2007 Posts: 770
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Posted: 02 Jan 2008 01:41:21 pm Post subject: |
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Well, Project M kinda died a while ago when my calc got completely cleared. But recently I've been working on an animated tilemapper for a new game. Enter screenshot:
That 45 at the end was the average frames per second. :D
As you may have guessed, this is not Mario Bros. Classic. Updates will come when they come. |
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Super Speler Super Awesome Dude
Calc Guru
Joined: 28 Nov 2005 Posts: 1391
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Posted: 02 Jan 2008 03:18:02 pm Post subject: |
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Looks great! |
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Liazon title goes here
Bandwidth Hog
Joined: 01 Nov 2005 Posts: 2007
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Posted: 02 Jan 2008 05:29:57 pm Post subject: |
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nice! love the scrolling "?" |
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vuurrobin
Advanced Member
Joined: 09 Aug 2006 Posts: 428
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Posted: 02 Jan 2008 07:35:58 pm Post subject: |
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nice, but it does look like mario |
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Recursive Acronym
Advanced Member
Joined: 11 Dec 2006 Posts: 499
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Posted: 02 Jan 2008 08:41:56 pm Post subject: |
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No, he is saying that Project M was going to be a port of the original Mario Brothers. This new project is a port of Super Mario Brothers.
Last edited by Guest on 03 Jan 2008 06:01:27 pm; edited 1 time in total |
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simonzack
Advanced Newbie
Joined: 25 Dec 2007 Posts: 71
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Posted: 02 Jan 2008 09:24:47 pm Post subject: |
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Nice, great animated sprites |
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tr1p1ea
Elite
Joined: 03 Aug 2003 Posts: 870
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Posted: 03 Jan 2008 03:22:48 am Post subject: |
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I was chatting to calc84maniac about his mapper on irc, i was very impressed by his work .
The *new* Project M is set to be pretty sweet . |
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cjgone Aw3s0m3
Active Member
Joined: 24 May 2006 Posts: 693
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Posted: 04 Jan 2008 01:58:30 am Post subject: |
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Nice tilemapper.
Just wondering, you're using images in a way that it looks unalligned in a sense? (the wall thing)
In curiousity, which method are you using: the one where you copy the matrix to the screen every time, or the scroll direction then fill in the end pixels (if so then you're probably also using clipped sprites)?
(Haha, i'm also working on a tile mapper, except mine uses the most inefficient routines possible *cough* my special code writing skills *cough* )
Last edited by Guest on 04 Jan 2008 02:08:56 am; edited 1 time in total |
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netham45
Advanced Newbie
Joined: 25 Mar 2006 Posts: 99
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Posted: 04 Jan 2008 06:24:56 am Post subject: |
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thats pretty cool, would it be possible to achieve greyscale with your tilemapper? |
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TheStorm
Calc Guru
Joined: 17 Apr 2007 Posts: 1233
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Posted: 04 Jan 2008 08:11:37 am Post subject: |
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Yeah this looks awesome I have always wanted to modify mario but herer you go and make a new one yourself I would love to see tubes added in a new version. they managed to pull that off in Mario86 which is also grayscale though some of the sprites are a little off. I also like the fact that you made virticle scrolling that will make alot of games posible to make. |
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calc84maniac
Elite
Joined: 22 Jan 2007 Posts: 770
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Posted: 04 Jan 2008 11:05:17 am Post subject: |
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cjgone wrote: Just wondering, you're using images in a way that it looks unalligned in a sense? (the wall thing)
[post="118165"]<{POST_SNAPBACK}>[/post]
You mean the brick sprite looks interesting?
cjgone wrote: In curiousity, which method are you using: the one where you copy the matrix to the screen every time, or the scroll direction then fill in the end pixels (if so then you're probably also using clipped sprites)?
[post="118165"]<{POST_SNAPBACK}>[/post]
I'm copying the matrix each time, it would be hard to do animations otherwise. ;)
netham45 wrote: thats pretty cool, would it be possible to achieve greyscale with your tilemapper?
[post="118173"]<{POST_SNAPBACK}>[/post]
Maybe, but I'm not going to try.
TheStorm wrote: Yeah this looks awesome I have always wanted to modify mario but herer you go and make a new one yourself I would love to see tubes added in a new version. they managed to pull that off in Mario86 which is also grayscale though some of the sprites are a little off. I also like the fact that you made virticle scrolling that will make alot of games posible to make.
[post="118178"]<{POST_SNAPBACK}>[/post]
Yeah, the pipes have been in the plan all along.
This might not be a specific port of Super Mario Bros 1, though. I'm thinking about including features from the other ones as well, like the P block that changes bricks to coins and coins to bricks, and also powerups besides mushrooms and flowers, etc. |
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cjgone Aw3s0m3
Active Member
Joined: 24 May 2006 Posts: 693
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Posted: 04 Jan 2008 06:53:30 pm Post subject: |
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Quote: I'm copying the matrix each time, it would be hard to do animations otherwise
Erm, is that "slower" then the other method or similar?... I've never actually known which method was better. |
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WikiGuru ADOS (Attention deficit... Oh! Shiny!)
Elite
Joined: 15 Sep 2005 Posts: 923
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Posted: 04 Jan 2008 07:35:27 pm Post subject: |
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looks sweet. Is it in basic or asm? (hopefully the latter, but if it's basic, that's amazing!) |
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magicdanw pcGuru()
Calc Guru
Joined: 14 Feb 2007 Posts: 1110
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Posted: 04 Jan 2008 10:03:18 pm Post subject: |
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WikiGuru wrote: looks sweet. Is it in basic or asm? (hopefully the latter, but if it's basic, that's amazing!)
[post="118196"]<{POST_SNAPBACK}>[/post] Why do you hope it's in assembly code? The important thing is how well the program works, and from the screenshot it looks like it works very well so far. Given that assumption, the language is irrelevant. And remember that neither language is superior - they're just different. |
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JoostinOnline
Active Member
Joined: 22 Aug 2007 Posts: 559
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Posted: 04 Jan 2008 11:33:14 pm Post subject: |
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One of the benefits to it being assembly is that it would be a much smaller program, and would not need to use libraries like xLib. I do think that calcmaniac said that it was in asm though... |
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Art_of_camelot
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Joined: 05 Jan 2008 Posts: 152
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Posted: 05 Jan 2008 12:31:38 am Post subject: |
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Those tiles remind me of an old Mario demo at Revsoft, I think Jim E's mabey? At any rate, it looks nice. You never can have to many mario games . |
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WikiGuru ADOS (Attention deficit... Oh! Shiny!)
Elite
Joined: 15 Sep 2005 Posts: 923
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Posted: 05 Jan 2008 01:33:45 am Post subject: |
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I don't know why, but I tend to prefer ASM games (at least partly, if not all). I don't know why, because both languages has well written and poorly written games. ASM games just generally strike me as having superior quality when written properly (whether true or not). |
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cjgone Aw3s0m3
Active Member
Joined: 24 May 2006 Posts: 693
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Posted: 06 Jan 2008 07:20:44 pm Post subject: |
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Just one more thing... is that in 6mhz or 15mhz? |
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Liazon title goes here
Bandwidth Hog
Joined: 01 Nov 2005 Posts: 2007
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Posted: 07 Jan 2008 05:28:23 pm Post subject: |
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Art_of_camelot wrote: Those tiles remind me of an old Mario demo at Revsoft, I think Jim E's mabey? At any rate, it looks nice. You never can have to many mario games .
[post="118206"]<{POST_SNAPBACK}>[/post]
ya Jim e had been working on a special mapper awhile back.
cjgone wrote: Just one more thing... is that in 6mhz or 15mhz?
[post="118282"]<{POST_SNAPBACK}>[/post]
I would guess 6mhz.
Last edited by Guest on 07 Jan 2008 05:30:33 pm; edited 1 time in total |
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Recursive Acronym
Advanced Member
Joined: 11 Dec 2006 Posts: 499
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Posted: 08 Jan 2008 01:46:09 pm Post subject: |
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magicdanw wrote: WikiGuru wrote: looks sweet. Is it in basic or asm? (hopefully the latter, but if it's basic, that's amazing!)
[post="118196"]<{POST_SNAPBACK}>[/post] Why do you hope it's in assembly code? The important thing is how well the program works, and from the screenshot it looks like it works very well so far. Given that assumption, the language is irrelevant. And remember that neither language is superior - they're just different.
[post="118199"]<{POST_SNAPBACK}>[/post]
WikiGuru wrote: I don't know why, but I tend to prefer ASM games (at least partly, if not all). I don't know why, because both languages has well written and poorly written games. ASM games just generally strike me as having superior quality when written properly (whether true or not).
[post="118211"]<{POST_SNAPBACK}>[/post]
Recursive Acronym bites his tongue.
Last edited by Guest on 08 Jan 2008 01:46:26 pm; edited 1 time in total |
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