Author Topic: [Cemetech Contest #9][Prizm] Zombie Gun  (Read 12485 times)

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Offline chickendude

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Re: [Cemetech Contest #9][Prizm] Zombie Gun
« Reply #15 on: May 12, 2013, 04:45:54 am »
The character sprites look great!

Offline Spenceboy98

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Re: [Cemetech Contest #9][Prizm] Zombie Gun
« Reply #16 on: May 12, 2013, 12:30:59 pm »
This is always the first thing I notice in a game, and I bother you with it while it is still easy to fix it :P
Do you plan on adding the possibility to play as a girl or will girls have to deal with that guy ? ;)

Other than that, those animations look great indeed :)

Thanks! I might do a female character eventually, but I'll finish other things first. ;)

The character sprites look great!

Thank you!
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Offline Joshuasm32

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Re: [Cemetech Contest #9][Prizm] Zombie Gun
« Reply #17 on: May 12, 2013, 05:21:06 pm »
I don't know...  The player looks like a zombie when he walks to me.  Other than that, it looks really cool!   :thumbsup:
My name is Josh and I a developer at Moonzean. I enjoy Radiohead, web development, Java, and cryptograms.
Spoiler For No Surprises, by Radiohead:
A heart that's full up like a landfill
A job that slowly kills you
Bruises that won't heal

You look so tired unhappy
Bring down the government
They don't, they don't speak for us

I'll take a quiet life
A handshake of carbon monoxide

And no alarms and no surprises
No alarms and no surprises
No alarms and no surprises
Silent, silent

This is my final fit
My final bellyache

With no alarms and no surprises
No alarms and no surprises
No alarms and no surprises please

Such a pretty house
And such a pretty garden

No alarms and no surprises
No alarms and no surprises
No alarms and no surprises please

Offline Spenceboy98

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Re: [Cemetech Contest #9][Prizm] Zombie Gun
« Reply #18 on: May 12, 2013, 09:47:27 pm »
Here is a better background. Opinions?
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Offline TIfanx1999

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Re: [Cemetech Contest #9][Prizm] Zombie Gun
« Reply #19 on: May 13, 2013, 05:11:10 am »
The background looks quite nice! :)

Offline Stefan Bauwens

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Re: [Cemetech Contest #9][Prizm] Zombie Gun
« Reply #20 on: May 13, 2013, 06:08:00 am »
What about some gravestones?


Very proud Ticalc.org POTY winner (2011 68k) with Myst 89!
Very proud TI-Planet.org DBZ winner(2013)

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Offline Joshuasm32

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Re: [Cemetech Contest #9][Prizm] Zombie Gun
« Reply #21 on: May 13, 2013, 06:58:39 am »
Grave Stones would be cool...  Nice work on that background!
My name is Josh and I a developer at Moonzean. I enjoy Radiohead, web development, Java, and cryptograms.
Spoiler For No Surprises, by Radiohead:
A heart that's full up like a landfill
A job that slowly kills you
Bruises that won't heal

You look so tired unhappy
Bring down the government
They don't, they don't speak for us

I'll take a quiet life
A handshake of carbon monoxide

And no alarms and no surprises
No alarms and no surprises
No alarms and no surprises
Silent, silent

This is my final fit
My final bellyache

With no alarms and no surprises
No alarms and no surprises
No alarms and no surprises please

Such a pretty house
And such a pretty garden

No alarms and no surprises
No alarms and no surprises
No alarms and no surprises please

Offline Spenceboy98

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Re: [Cemetech Contest #9][Prizm] Zombie Gun
« Reply #22 on: May 14, 2013, 09:57:35 pm »
Maybe gravestones eventually, but for now I keep what I have. :P
I lowered the saturation a bunch for my players and zombies to make it look more like a night scene.

I like it. :)

Also, I got collision detection better than it was before. :D
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Offline TIfanx1999

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Re: [Cemetech Contest #9][Prizm] Zombie Gun
« Reply #23 on: May 15, 2013, 07:45:52 am »
Looking good!

Offline DJ Omnimaga

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Re: [Cemetech Contest #9][Prizm] Zombie Gun
« Reply #24 on: June 08, 2013, 01:17:27 am »
Wow looks much better now! :)

Offline Spenceboy98

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Re: [Cemetech Contest #9][Prizm] Zombie Gun
« Reply #25 on: September 08, 2013, 02:46:30 pm »
I don't know if this is the right topic to post in, but how should I do bullets? I asked squidgetx, and he gave me an example in Axe, but I don't really understand Axe, so do you guys have any ideas?

Here is his example if you care:
Quote
for example if i kept the array in L3
Code: [Select]
Lbl bullets
return!if {L3}r //L3r will have the number of bullets currently in play, so quit routine if no bullets
L3+2->F //F will keep track of the current array pointer
{L3}r+1
while -1->E

{F+2}r+{F+4}r -> {F+2}r   //update bullet x, if bullet x is kept in index+2 and xvel is kept in index+4
If (bullet on screen)
Pt-On(plaX-{F+2}r,{F+6}r,{F}r*8+pic0)  //draw bullets, assume buly is in index+6 and bullet type is in index+0
end
F+8->F  //move to next bullet
E
end
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Offline Eiyeron

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Re: [Cemetech Contest #9][Prizm] Zombie Gun
« Reply #26 on: September 08, 2013, 02:53:20 pm »
YOu have a struct like this:
Code: [Select]
typedef struct{
  unsigned short x;
  unsigned short y;
  short xvel;
  short yvel;
}Bullet;
And you can init it like this:
Code: [Select]
Bullet bul = {.x = 20, .y = 35, .xvel = 2, .yvel = 3};

YOu can later add things like type id, lifetime, or whatever you want! ;)
And adding xvel and yvel to the bullet:
Code: [Select]
bul.x += bul.xvel;
bul.y += bul.yvel;
« Last Edit: September 08, 2013, 02:53:53 pm by Eiyeron »

Offline Spenceboy98

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Re: [Cemetech Contest #9][Prizm] Zombie Gun
« Reply #27 on: September 08, 2013, 02:58:55 pm »
YOu have a struct like this:
Code: [Select]
typedef struct{
  unsigned short x;
  unsigned short y;
  short xvel;
  short yvel;
}Bullet;
And you can init it like this:
Code: [Select]
Bullet bul = {.x = 20, .y = 35, .xvel = 2, .yvel = 3};

YOu can later add things like type id, lifetime, or whatever you want! ;)
And adding xvel and yvel to the bullet:
Code: [Select]
bul.x += bul.xvel;
bul.y += bul.yvel;

Thanks, but how can I use this to put multiple bullets on the screen(instead of just one)?
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Offline Eiyeron

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Re: [Cemetech Contest #9][Prizm] Zombie Gun
« Reply #28 on: September 08, 2013, 03:03:09 pm »
Use some lists. Do you know how to do some number list?
Code: [Select]
unsigned char array[5];
So, this works too on structs!
Code: [Select]
Bullets myBullets[100];

And here is your bullet buffer, and for displaying them:
Code: [Select]
for(unsigned i = 0; i < 100; ++i) {
  displayBullet(myBullets[i]);
  //display_sprite(myBullets[i].x, myBullets[i].y, myBulletSprite);
}
I hope you understood! ;)

Offline Streetwalrus

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Re: [Cemetech Contest #9][Prizm] Zombie Gun
« Reply #29 on: September 08, 2013, 04:26:16 pm »
You could also write a set of functions to handle linked lists as this is much more flexible and RAM friendly (though it /can/ be slightly slower with a very large array). ;)