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Adm.Wiggin aka Tianon
Know-It-All
Joined: 02 Jun 2003 Posts: 1874
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Posted: 04 Feb 2004 06:06:32 pm Post subject: |
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heh, i love it when people do that :lol:
looks nice kv83... |
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Jedd 1980 Pong World Champion
Elite
Joined: 18 Nov 2003 Posts: 823
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Posted: 04 Feb 2004 06:15:46 pm Post subject: |
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Yeah it looks awesome. Btw I posted my first response in MaxCoderz, so sorry if this doesnt sound *enthusiastic.*
(sp?) |
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shadowing Powered by 64
Calc Guru
Joined: 06 Jan 2004 Posts: 1002
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Posted: 04 Feb 2004 09:28:48 pm Post subject: |
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That's really fast. But it seems like you're mocking Jedd. Anyways, hey Jedd, can I create a level? |
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Jedd 1980 Pong World Champion
Elite
Joined: 18 Nov 2003 Posts: 823
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Posted: 04 Feb 2004 09:37:48 pm Post subject: |
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Umm, I don't take any offense. I love seeing my game go that fast.
As for creating a level, yes you can. Right now it only supports 1-screen levels with chips and keys. To create a level, scroll down a little bit in the program CHIP and you'll see a 9x8 matrix. Edit it to make your own level. Look at Pic 0 to find out the sprite numbers (and remember, many of the tiles haven't been programmed yet). 0 is an empty space. There are 12 sprites in every row of Pic 0, so row 1 is 0-11, row 2 is 12-23, etc. There is an extra line in the matrix to store the level number and the number of chips. In my demo level these numbers are 1 and 4. Enjoy! |
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shadowing Powered by 64
Calc Guru
Joined: 06 Jan 2004 Posts: 1002
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Posted: 04 Feb 2004 09:50:10 pm Post subject: |
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I'll send it to you when I finish. Are you going to create an external level accesser? If I want to really make it, tell Duckman to post the latest version. |
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Jedd 1980 Pong World Champion
Elite
Joined: 18 Nov 2003 Posts: 823
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Posted: 04 Feb 2004 10:15:10 pm Post subject: |
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It will include a level editor...eventually. The demo level won't be in the game though. The "latest version" has a lot of new features but also has a lot of bugs. That's why I'm not going to post it quite yet.
Btw I kinda have a problem that is difficult to fix...when Chip steps on to a directional (arrow) tile he skips a tile. This is because the getkey adds 1 to the coordinate, senses the arrow tile, and adds another 1. So he is drawn 2 away. Can anyone think of an easy way to fix that so he is actually seen on the first tile? Hopefully that makes sense... |
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shadowing Powered by 64
Calc Guru
Joined: 06 Jan 2004 Posts: 1002
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Posted: 04 Feb 2004 10:40:24 pm Post subject: |
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Wish I could help. Hey Jedd, why don't you team up with someone to help you type in the code? Maybe it could be someone in this forum. |
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Duck Man
Newbie
Joined: 21 Jan 2004 Posts: 14
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Posted: 04 Feb 2004 11:32:47 pm Post subject: |
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Hey Jedd could you have it draw it then figure out what tile it is on? ... if that makes sence. Just an idea I throw at you. |
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ducttape_87
Member
Joined: 01 Jul 2003 Posts: 141
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Posted: 04 Feb 2004 11:42:01 pm Post subject: |
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Hey Jedd, I could maybe make you, or help you make, a level editor similar to the one for Lode Runner. I made a different editor just for fun that uses the 12 white buttons on the calc to call up 12 different tiles.
I think you use matrices for your levels, whereas mine uses strings, but I could probably make it work.
Let me know what you think.
Eager to play more Chip's Challenge! |
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ducttape_87
Member
Joined: 01 Jul 2003 Posts: 141
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Posted: 04 Feb 2004 11:46:13 pm Post subject: |
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Quote: Btw I kinda have a problem that is difficult to fix...when Chip steps on to a directional (arrow) tile he skips a tile. This is because the getkey adds 1 to the coordinate, senses the arrow tile, and adds another 1. So he is drawn 2 away. Can anyone think of an easy way to fix that so he is actually seen on the first tile? Hopefully that makes sense...
I'm not sure how your game works, but in lode runner I have a special loop for falling (which is similar to you arrow tile I think) where the character is moved without imput from the user. Maybe you could make a loop inside your main loop where the character is moved one space, drawn, moved one more space, and then drawn again. Does this make ANY sense...?
Last edited by Guest on 04 Feb 2004 11:47:09 pm; edited 1 time in total |
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DigiTan Unregistered HyperCam 2
Super Elite (Last Title)
Joined: 10 Nov 2003 Posts: 4468
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Posted: 04 Feb 2004 11:53:04 pm Post subject: |
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Quote: Btw I kinda have a problem that is difficult to fix...when Chip steps on to a directional (arrow) tile he skips a tile. This is because the getkey adds 1 to the coordinate, senses the arrow tile, and adds another 1. So he is drawn 2 away. Can anyone think of an easy way to fix that so he is actually seen on the first tile? Hopefully that makes sense...
I had the same problem writing "Poquémon" a while back. You could try treating the arrow tile like a "fake keypress" event, where the program senses the tile, then "forces" Chip to move once more--as if the key had been pressed again. That way it's the same as pressing that key twice in a row. |
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Jedd 1980 Pong World Champion
Elite
Joined: 18 Nov 2003 Posts: 823
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Posted: 05 Feb 2004 12:31:27 am Post subject: |
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Quote: Hey Jedd, why don't you team up with someone to help you type in the code? Maybe it could be someone in this forum.
Maybe. If anyone is interested, let me know. But no guarantees.
Quote: Hey Jedd could you have it draw it then figure out what tile it is on? ... if that makes sence. Just an idea I throw at you.
That's actually what I was thinking of doing until I think of something better. The only problem would be hitting walls, in which case you would see him flash in a wall for a second and then flash back.
Quote: Hey Jedd, I could maybe make you, or help you make, a level editor similar to the one for Lode Runner. I made a different editor just for fun that uses the 12 white buttons on the calc to call up 12 different tiles.
I'll make one when I release the full version. You are welcome to make one, but my levels will eventually be multi-screen and stored in strings, so it would only be a temporary level editor.
Quote: I'm not sure how your game works, but in lode runner I have a special loop for falling (which is similar to you arrow tile I think) where the character is moved without imput from the user. Maybe you could make a loop inside your main loop where the character is moved one space, drawn, moved one more space, and then drawn again. Does this make ANY sense...?
Yes, it does. The only thing is that it's hard to have a seperate subroutine that would perfectly time with the normal walking engine. Also, you can fight against the arrows to a certain extent. If you fight directly against the arrows, you will not move. This works quite well in the current version which uses the normal walking engine's key input.
Quote: I had the same problem writing "Poquémon" a while back. You could try treating the arrow tile like a "fake keypress" event, where the program senses the tile, then "forces" Chip to move once more--as if the key had been pressed again. That way it's the same as pressing that key twice in a row.
That's not exactly the problem. To help you understand it better, here's what's going on:
-Key pressed
-Coordinates added according to which key was pressed*
-Tile detecting program (subroutine) sees that it is an arrow sprite
-Coordinates are added according to arrow direction*
-Return to main engine
-Draw the character
As you can see, he will move according to a key press* and technically be on the first arrow, then move again due to the arrow*. Thus it looks like he skips a tile. I think I'll go with Duck Man's answer for now.
Another possibility would be to have 2 tile detection subroutines, but this would get a bit more complicated, and probably not work correctly (or quickly).
Last edited by Guest on 05 Feb 2004 12:35:16 am; edited 1 time in total |
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X1011 10100111001
Active Member
Joined: 14 Nov 2003 Posts: 657
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Posted: 05 Feb 2004 04:02:45 pm Post subject: |
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Jedd wrote: Btw I kinda have a problem that is difficult to fix...when Chip steps on to a directional (arrow) tile he skips a tile. This is because the getkey adds 1 to the coordinate, senses the arrow tile, and adds another 1. So he is drawn 2 away. Can anyone think of an easy way to fix that so he is actually seen on the first tile? Hopefully that makes sense...
Why don't you have it so when it senses an arrow tile, it draws the sprite first, then it adds another, and then let the normal drawing take place |
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shadowing Powered by 64
Calc Guru
Joined: 06 Jan 2004 Posts: 1002
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Posted: 05 Feb 2004 11:06:32 pm Post subject: |
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Maybe I'll help Jedd. Contact me with a PM if you want me to help. |
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62 52 53 53 Formerly known as 62 52 53 53
Active Member
Joined: 30 May 2003 Posts: 607
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Posted: 06 Feb 2004 08:19:51 am Post subject: |
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-Tile detecting program (subroutine) sees that it is an arrow sprite
-getkey loop
:::-Key pressed
:::-terminate after X cycles (if subroutine determines that it's an arrow sprite, or automatically if there are monsters.)
-Coordinates are added according to arrow direction*
-Coordinates added according to which key was pressed*
-Return to main engine
-Draw the character
that way he only skips if he's on an arrow and you press in the direction of the arrow |
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shadowing Powered by 64
Calc Guru
Joined: 06 Jan 2004 Posts: 1002
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Posted: 07 Feb 2004 01:53:05 am Post subject: |
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Hope you fixed the problem Jedd. Wish I could help. So far I've created one level on the first one. |
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JeePee
Member
Joined: 18 Jan 2004 Posts: 181
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Posted: 07 Feb 2004 03:02:05 pm Post subject: |
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What do you think of this one?
But Jedd,
Your system of different keys doesn't work yet... You can play the level now whitout collecting all the chips!
Hope you'll do that very soon!
Last edited by Guest on 28 Mar 2004 09:51:33 am; edited 1 time in total |
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shadowing Powered by 64
Calc Guru
Joined: 06 Jan 2004 Posts: 1002
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Posted: 07 Feb 2004 08:15:28 pm Post subject: |
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Looks good. Can you send it to me? JeePee, send it to this address: shadowing@verizon.net. Looks good though. |
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Jedd 1980 Pong World Champion
Elite
Joined: 18 Nov 2003 Posts: 823
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Posted: 09 Feb 2004 01:38:18 am Post subject: |
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JeePee wrote: What do you think of this one?
But Jedd,
Your system of different keys doesn't work yet... You can play the level now whitout collecting all the chips!
Hope you'll do that very soon!
That's not a bad level. I might use it, but the real levels will be more than 1 screen, so I dunno. I can promise you I will put it in the next demo release, though!
I know, that release for some reason had a huge glitch in it. It's fixed now. If you want to fix it, then at the beginning if the program CHIP write this line of code:
Fill(0,L1
That should do the trick. Keys are stored in List 1, so without that line of code the old list never gets erased. If that doesn't work let me know.
Update:
-I think I found a way to finally fix that "skip 2 tiles" problem I was having. Stay tuned!
-I won't be online as much to update you guys. I have a lot going on and I'm trying to spend all the extra time I can working on the game. I'll try my best to post an update at least once or twice a week.
-As for the game itself, I'll hopefully have all the tiles working by the end of this week. Then it's on to converting all the levels to strings (BIG project) and of course, optomizing (even BIGGER project). |
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shadowing Powered by 64
Calc Guru
Joined: 06 Jan 2004 Posts: 1002
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Posted: 09 Feb 2004 05:59:04 am Post subject: |
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I hate Outlook Express. Hey JeePee, sorry to be a hassle, but the zip file got corrupted. Can you send it to this e-mail address? shadowing71@yahoo.com
Oh Jedd, keep up the work!!!!
Last edited by Guest on 09 Feb 2004 05:59:17 am; edited 1 time in total |
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