Author Topic: [tutorial] Program Flow - Platformer  (Read 30173 times)

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Offline Gale

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Re: [tutorial] Program Flow - Platformer
« Reply #45 on: March 24, 2010, 04:33:21 pm »
I'm actually working on BASIC platformer. look at the TLM post. I can also post the movement program, and even attach it if you want
BASIC, or Axe basic?
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Offline jsj795

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Re: [tutorial] Program Flow - Platformer
« Reply #46 on: March 24, 2010, 04:36:55 pm »
just BASIC. do you want Axe basic, or BASIC?


Spoiler For funny life mathematics:
1. ROMANCE MATHEMATICS
Smart man + smart woman = romance
Smart man + dumb woman = affair
Dumb man + smart woman = marriage
Dumb man + dumb woman = pregnancy
2. OFFICE ARITHMETIC
Smart boss + smart employee = profit
Smart boss + dumb employee = production
Dumb boss + smart employee = promotion
Dumb boss + dumb employee = overtime
3. SHOPPING MATH
A man will pay $2 for a $1 item he needs.
A woman will pay $1 for a $2 item that she doesn't need.
4. GENERAL EQUATIONS & STATISTICS
A woman worries about the future until she gets a husband.
A man never worries about the future until he gets a wife.
A successful man is one who makes more money than his wife can spend.
A successful woman is one who can find such a man.
5. HAPPINESS
To be happy with a man, you must understand him a lot and love him a little.
To be happy with a woman, you must love her a lot and not try to understand her at all.
6. LONGEVITY
Married men live longer than single men do, but married men are a lot more willing to die.
7. PROPENSITY TO CHANGE
A woman marries a man expecting he will change, but he doesn't.
A man marries a woman expecting that she won't change, and she does.
8. DISCUSSION TECHNIQUE
A woman has the last word in any argument.
Anything a man says after that is the beginning of a new argument.

Girls = Time * Money (Girls are a combination of time and money)
Time = Money (Time is money)
Girls = Money squared (So, girls are money squared)
Money = sqrt(Evil) (Money is also the root of all evil)
Girls = sqrt(Evil) squared (So, girls are the root of all evil squared)
Girls = Evil (Thus, girls are evil)
*Girls=Evil credit goes to Compynerd255*

Offline Gale

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Re: [tutorial] Program Flow - Platformer
« Reply #47 on: March 24, 2010, 04:38:23 pm »
well, this thread IS in the axe parser section, but personally i wouldn't mind a plain basic one. good to build on the platform making skills in basic before i move onto axe probably
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Offline jsj795

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Re: [tutorial] Program Flow - Platformer
« Reply #48 on: March 24, 2010, 04:46:02 pm »
Can somebody make a basic platformer using this code? If I had an premade example to work from, it'd help my comprehension of the tutorial.

lol i misunderstood this post... I thought he was asking for BASIC platformer, but it really was the basic platformer game using this CODE... haha oh well, I can post BASIC version in another topic^^


Spoiler For funny life mathematics:
1. ROMANCE MATHEMATICS
Smart man + smart woman = romance
Smart man + dumb woman = affair
Dumb man + smart woman = marriage
Dumb man + dumb woman = pregnancy
2. OFFICE ARITHMETIC
Smart boss + smart employee = profit
Smart boss + dumb employee = production
Dumb boss + smart employee = promotion
Dumb boss + dumb employee = overtime
3. SHOPPING MATH
A man will pay $2 for a $1 item he needs.
A woman will pay $1 for a $2 item that she doesn't need.
4. GENERAL EQUATIONS & STATISTICS
A woman worries about the future until she gets a husband.
A man never worries about the future until he gets a wife.
A successful man is one who makes more money than his wife can spend.
A successful woman is one who can find such a man.
5. HAPPINESS
To be happy with a man, you must understand him a lot and love him a little.
To be happy with a woman, you must love her a lot and not try to understand her at all.
6. LONGEVITY
Married men live longer than single men do, but married men are a lot more willing to die.
7. PROPENSITY TO CHANGE
A woman marries a man expecting he will change, but he doesn't.
A man marries a woman expecting that she won't change, and she does.
8. DISCUSSION TECHNIQUE
A woman has the last word in any argument.
Anything a man says after that is the beginning of a new argument.

Girls = Time * Money (Girls are a combination of time and money)
Time = Money (Time is money)
Girls = Money squared (So, girls are money squared)
Money = sqrt(Evil) (Money is also the root of all evil)
Girls = sqrt(Evil) squared (So, girls are the root of all evil squared)
Girls = Evil (Thus, girls are evil)
*Girls=Evil credit goes to Compynerd255*

Offline Gale

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Re: [tutorial] Program Flow - Platformer
« Reply #49 on: March 24, 2010, 05:08:22 pm »
okay! i can't wait :D the main problem i have comprehending is how implementing AI into games would work. i got movement and everything else mostly down

EDIT: 100th post!!!!!!
« Last Edit: March 24, 2010, 05:08:36 pm by Gale »
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Offline DJ Omnimaga

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Re: [tutorial] Program Flow - Platformer
« Reply #50 on: March 24, 2010, 11:11:05 pm »
Yeah AI is the difficult part. Zelda DLQ uses very basic AI for enemies. All they do is moving slowly towards you.

Offline Eeems

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Re: [tutorial] Program Flow - Platformer
« Reply #51 on: March 25, 2010, 12:37:52 am »
Yeah it can be a problem...I might make a tutorial for how to make AI's when I get the time...I usually just have really simple AI's that just move back and forth. Although I will make one that is an exact copy of the users code just with random numbers instead of keytests.
/e

Offline DJ Omnimaga

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Re: [tutorial] Program Flow - Platformer
« Reply #52 on: March 25, 2010, 11:56:38 pm »
at the moment I am thinking about attempting collision detection from list-based maps, so I have more freedom in what kind of tile I can choose (since pxl-test collision detection still has its limitations). I don't think I'll attempt slopes yet, though

Offline Eeems

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Re: [tutorial] Program Flow - Platformer
« Reply #53 on: March 26, 2010, 12:04:40 am »
You can have a lot more freedom. I was too lazy to try and code one though :p but this works fine and I can code into a list all my objects.
/e

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Re: [tutorial] Program Flow - Platformer
« Reply #54 on: March 26, 2010, 12:55:46 am »
can someone explain the second collision detection section, my logic seems to be failing at it.  to me it seems like it would store 8 to Z if the first pixel tested is true, and since it adds to the number then if the first pixel were on and another one was on, then it would return a different number.  I could just be misinterpreting it, also great tutorial

Offline Eeems

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Re: [tutorial] Program Flow - Platformer
« Reply #55 on: March 26, 2010, 09:18:20 am »
Yes that's it. So you can test for specifics. It's how I do ramps. Thanks
/e

Offline meishe91

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Re: [tutorial] Program Flow - Platformer
« Reply #56 on: July 17, 2010, 06:11:18 pm »
Hey Eeems, have you thought about updating the tutorial for the new versions of Axe? I just wasn't sure if there was any syntax or anything that has been outdated.
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Offline Eeems

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Re: [tutorial] Program Flow - Platformer
« Reply #57 on: July 17, 2010, 11:42:52 pm »
Hmm, I guess I could take a look..although I don't think there was many changes...if you see any please go ahead and let me know.
/e

Offline Deep Toaster

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Re: [tutorial] Program Flow - Platformer
« Reply #58 on: July 18, 2010, 01:39:55 am »
The only change that could affect it as far as I can see are the Axe tokens. Not much changed in the commands themselves (which is a good thing :)).




Offline meishe91

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Re: [tutorial] Program Flow - Platformer
« Reply #59 on: July 18, 2010, 02:53:45 am »
Ah ok. I just looked through and saw syntax and wasn't sure how much would have changed is all. Thanks :)
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