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:.TENNIS:#Icon(0000000000000000000000000000000003C00FF01FF83F9C7F9E7FFEFFFFFFFF):[030F1F3F7F7FFFFF]→Pic1:[C0F0F89C9EFEFFFF]:[030C1026464080FF]→Pic2:[C0300804020201FF]:0→X:56→Y:88→Z:56→W:0.1→G:0→V:Repeat getKey(15):ClrDraw:G+V→V:Pt-On(X,Y,Pic1:Pt-On(X+8,Y,8+Pic1:If Y≥56:56→Y:0→V:End:Y+V→Y:If getKey(2) and (X>0):X-1→X:End:If getKey(3) and (X<80):X+1→X:End:If getKey(54) and (Y=56):-4→V:Y+V→Y:End:DispGraph:End
There was this game I used to play on the internet, and I don't remember what website it was on or what it was called. The gave was between two semi-circles with eyes. They hit a ball back and forth until one of them dropped it. If someone knows this game, I would appreciate if you'd tell me what it's called.
Quote from: Spenceboy98 on February 15, 2013, 04:21:24 pmThere was this game I used to play on the internet, and I don't remember what website it was on or what it was called. The gave was between two semi-circles with eyes. They hit a ball back and forth until one of them dropped it. If someone knows this game, I would appreciate if you'd tell me what it's called.The game is called Slime tennis. Good luck with the game!
I can't help you with the bounce, but to make the jump slower (and with this method, it'll be more realistic too), you'll have to modify your code a bit :Just use one variable that you will always add to Y for the gravity. Let's say that you use G.Add G to Y before testing if Y is outbounds. It'll prevent your sprite to go off the screen for a frame (which can be a bit strange for the eye).As an acceleration due to gravity, G is always increasing (making Y go up, and then your sprite fall). Each loop, just increase G, preferably after adding it to Y and before testing the bounds. If your sprite is on the floor, make G zero, so this way G will always be set to zero when you touch the ground, preventing your sprite to go off the screen.When you jump, make G (for example) -3. Then the next frame, Y will be Y+(-3) = Y - 3, making the sprite jump 3 pixels up. The next frame, G will be increased to -2. Then Y will be Y - 2 and the sprite will go up 2 pixels again. This will continue until G is greater than zero and make your sprite fall again to the ground, and until G is reset to zero after the sprite touches the ground. You'll probably have to test some values to set G to for the jump before getting the right one.If you have any problem with it, please ask
This game has already been ported to the z80 series However, I'd be glad to see another version of it with more features and more graphics (the one I linked to doesn't have what we can call a menu)
Yep, pretty similar. Also glad you added smooth jumping Hayleia
What's inflation?