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GloryMXE7
Puzzleman 3000


Active Member


Joined: 02 Nov 2008
Posts: 604

Posted: 30 Nov 2008 10:25:06 am    Post subject:

yea thats what i was thinking too
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DarkerLine
ceci n'est pas une |


Super Elite (Last Title)


Joined: 04 Nov 2003
Posts: 8328

Posted: 30 Nov 2008 11:39:50 am    Post subject:

On the other hand, you could use assembly instead of Basic with libraries, and then you could do cool tricks such as a rotating animation for flipping the screen. Plus you'd have an entirely self-contained program.

Last edited by Guest on 30 Nov 2008 11:41:19 am; edited 1 time in total
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GloryMXE7
Puzzleman 3000


Active Member


Joined: 02 Nov 2008
Posts: 604

Posted: 30 Nov 2008 04:20:05 pm    Post subject:

well shift tile maps for the secound two shifts were 12 by 12 and the max tiles on the graphscreen at once is 8 high and 12 wide
I got the spike tiles and door tiles done,
i have the person standing still and running/jumping sprites
i have the rough drafts for the three tutorial levels
have to figure hit detection(either by pixel test but that would make it hard to exit a room)
have to figure out jumping process and the shifting process
probaly going to add gravity tiles but only vertical not horizontal


Last edited by Guest on 30 Nov 2008 07:38:23 pm; edited 1 time in total
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darkstone knight


Advanced Member


Joined: 07 Sep 2008
Posts: 438

Posted: 01 Dec 2008 02:47:49 am    Post subject:

Quote:
i have the person standing still and running/jumping sprites


sprites??

sprites for basic game? Neutral
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GloryMXE7
Puzzleman 3000


Active Member


Joined: 02 Nov 2008
Posts: 604

Posted: 01 Dec 2008 05:58:35 am    Post subject:

im doing it with xlib
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darkstone knight


Advanced Member


Joined: 07 Sep 2008
Posts: 438

Posted: 01 Dec 2008 08:48:45 am    Post subject:

ahaa...
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SonicBoom95


Member


Joined: 31 Jan 2008
Posts: 237

Posted: 01 Dec 2008 09:09:10 am    Post subject:

Working on xLIB version. I can already see the pseuedocode in my head. Smile
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GloryMXE7
Puzzleman 3000


Active Member


Joined: 02 Nov 2008
Posts: 604

Posted: 01 Dec 2008 04:31:10 pm    Post subject:

GloryMXE7 wrote:
im doing it with xlib
[post="129776"]<{POST_SNAPBACK}>[/post]

hey me too
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simplethinker
snjwffl


Active Member


Joined: 25 Jul 2006
Posts: 700

Posted: 01 Dec 2008 04:46:33 pm    Post subject:

GloryMXE7 wrote:
GloryMXE7 wrote:
im doing it with xlib
[post="129776"]<{POST_SNAPBACK}>[/post]

hey me too
[post="129788"]<{POST_SNAPBACK}>[/post]

Um... You're the only one using xLIB. You quoted yourself.
Just thought I'd let you know...
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bananaman
Indestructible


Calc Guru


Joined: 12 Sep 2005
Posts: 1124

Posted: 01 Dec 2008 05:51:50 pm    Post subject:

So, is it short term memory loss, or schizophrenia?
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ticalcnoah


Member


Joined: 28 Oct 2007
Posts: 153

Posted: 01 Dec 2008 06:01:52 pm    Post subject:

I think he might be referring to sonic or he could be crazy.
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GloryMXE7
Puzzleman 3000


Active Member


Joined: 02 Nov 2008
Posts: 604

Posted: 01 Dec 2008 07:30:56 pm    Post subject:

i think its both
by the way anyideas for the jumping mechanism


Last edited by Guest on 01 Dec 2008 08:32:54 pm; edited 1 time in total
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darkstone knight


Advanced Member


Joined: 07 Sep 2008
Posts: 438

Posted: 02 Dec 2008 06:47:14 am    Post subject:

increase the X position by B each turn, then decrease it by 1 (hit detect here)

during jumping, the B variable is 2, otherwise 1
X - 1*[[A]](Y,X-1) + max(min(F,2),1 -> X, if i recall correctly
F is force, to jumy, you set the variable to the amount of pixels you want to jump (like 10)
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GloryMXE7
Puzzleman 3000


Active Member


Joined: 02 Nov 2008
Posts: 604

Posted: 02 Dec 2008 02:36:18 pm    Post subject:

thanks
ok im going to work on drawing the flipped map and the shift mechanincs
when i finish the engine(Hopefully before christmas) i may ask for level ideas but only after the engine is finished (got to set priorities) Very Happy


Last edited by Guest on 02 Dec 2008 07:35:49 pm; edited 1 time in total
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DigiTan
Unregistered HyperCam 2


Super Elite (Last Title)


Joined: 10 Nov 2003
Posts: 4468

Posted: 02 Dec 2008 08:48:01 pm    Post subject:

Can I jump in and make a quick title suggestion?... "Holy SHIFT!"

Last edited by Guest on 02 Dec 2008 08:48:27 pm; edited 1 time in total
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darkstone knight


Advanced Member


Joined: 07 Sep 2008
Posts: 438

Posted: 03 Dec 2008 03:49:45 am    Post subject:

GloryMXE7 wrote:
GloryMXE7 wrote:
im doing it with xlib
[post="129776"]<{POST_SNAPBACK}>[/post]

hey me too
[post="129788"]<{POST_SNAPBACK}>[/post]


man, that quote is epic :ninja:
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GloryMXE7
Puzzleman 3000


Active Member


Joined: 02 Nov 2008
Posts: 604

Posted: 03 Dec 2008 05:50:40 am    Post subject:

i try
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SonicBoom95


Member


Joined: 31 Jan 2008
Posts: 237

Posted: 03 Dec 2008 09:53:08 am    Post subject:

I'm doing a simple Mario 2.0-like physics engine. I'm only worrying about the player being one pixel, so the levels can be as large and as epic as possible.

xLIB gets my vote because of key detection. I couldn't take having to slam on one key at a time in this kind of game.

Currently working on the minor bugs in shifting, spikes, and gravity flip tiles (ouch).
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GloryMXE7
Puzzleman 3000


Active Member


Joined: 02 Nov 2008
Posts: 604

Posted: 03 Dec 2008 02:59:40 pm    Post subject:

Quote:
I'm only worrying about the player being one pixel

dont you think thats going to make the character hard to see or at least become overwhelmed by everything else on the screen
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DarkerLine
ceci n'est pas une |


Super Elite (Last Title)


Joined: 04 Nov 2003
Posts: 8328

Posted: 03 Dec 2008 03:36:53 pm    Post subject:

I suggest a 3x5 pixel size for the player. That still lets you draw fairly large levels, but without visibility problems. If you need larger levels, since you're using xLib already, it should be fairly easy to implement scrolling.

Last edited by Guest on 03 Dec 2008 03:37:33 pm; edited 1 time in total
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