Author Topic: Trio and Niko  (Read 132024 times)

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Offline Munchor

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Re: Trio and Niko: Falling
« Reply #285 on: January 08, 2011, 09:02:12 pm »
yeah, axe so that I can get it done faster.  The main reason I went asm before was actually deal with code limits, but a zelda-ish ARPG would not be overflowing past around 12K code in axe.

So, you guys like the latest updates then?

Much, you could make some simple puzzles with the moveable blocks.

Ashbad

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Re: Trio and Niko: Falling
« Reply #286 on: January 09, 2011, 07:31:15 am »
yep.


Working on enemies...  I'm probably gonna limit it to 3 enemies per room, so that it won't slow down considerably.

EDIT: and only two items per screen (like "Hearts" and "Magic Vials" (not sure If I'll name them that though))

EDIT2: also just added in a way to choose to do monochrome or 3 level gray instead (if the game flickers really bad on your calc, which it shouldn't) ;)
« Last Edit: January 09, 2011, 07:39:14 am by Ashbad »

Offline c.sprinkle

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Re: Trio and Niko: Falling
« Reply #287 on: January 09, 2011, 08:47:15 am »
Yes, definitely! This is making excellent progress!
 :) :) :) :) :)

Ashbad

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Re: Trio and Niko: Falling
« Reply #288 on: January 09, 2011, 01:45:38 pm »
just fixed a bug with the movable blocks.  I'm adding in the effect where when you get hurt, you flash, and can'tr take damage until you stop flashing.  Also, Enemies are in the works, going kinda smoothly so far.  All they are right now are Moblin-esque guys that walk around, can't hurt you just yet.

And, then after that, I'll try to make a system of screen switching and an items menu.

EDIT: the blocks bug in case you were wondering btw was when you pushed two movable blocks together, they morphed into one O.o
« Last Edit: January 09, 2011, 01:51:38 pm by Ashbad »

Offline Munchor

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Re: Trio and Niko: Falling
« Reply #289 on: January 09, 2011, 01:46:50 pm »
just fixed a bug with the movable blocks.  I'm adding in the effect where when you get hurt, you flash, and can'tr take damage until you stop flashing.

A lot of games have this feature, go ahead, I like it, despite being really annoying sometimes.

Ashbad

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Re: Trio and Niko: Falling
« Reply #290 on: January 09, 2011, 01:48:43 pm »
just fixed a bug with the movable blocks.  I'm adding in the effect where when you get hurt, you flash, and can'tr take damage until you stop flashing.

A lot of games have this feature, go ahead, I like it, despite being really annoying sometimes.

It is cool in the sense you can't keep getting hit over and over and over and over again with no delay, that would be unfair ;)

That's what I always liked in zelda games :D

Actually, finished it just now.  Would post it, BUT I'm too busy watching Kansas city kick ass over The ravens :D :D

*go KC, beat the ravens so the steelers have an easy game next week *

Ashbad

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Re: Trio and Niko: Falling
« Reply #291 on: January 09, 2011, 03:32:36 pm »
Moar Updates:  Items!

The orb is a health regen, the vial is for, well, I'm sure you can guess it's a magic regen ;)

The limit of items on-screen is two, above that the framerate would probably suffer once enemies were added.

Finally added a Full command in, but it's now above 35 FPS (the screenie was taken on the emu a bit slower than a real calc though) with it (not sure if it's good or bad news)  ^-^

Also attached program and source.

NOTE: I feel lonely that I really haven't been getting that much constructive feedback lately.  AND I REALLY WANT IT!  :)  I can't make a game you guys will like if I don't know what you like ;)

Also, if anyone who has mad axe skills could look over my source and optimize a bit, that would be most excellent.  I prefer optimizations for speed, but if the opts. can also be for size that would also be nice ;)

Enjoy:
« Last Edit: January 09, 2011, 03:33:20 pm by Ashbad »

Offline squidgetx

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Re: Trio and Niko: Falling
« Reply #292 on: January 09, 2011, 03:43:32 pm »
Lol, it's only been 2 hours.

Anyway, looking good. Hopefully enemies won't decrease the framerate too much.

I took a look at your code and the game now runs at 9000FPS I couldn't really decipher all the logic and ElseIf's that were going on, so i can't really just hand you an optimized file. I can give you some tips though: I did notice you had copious amounts of compound equality checks like
Code: [Select]
If getKey(2) and ({G*12+F-1*2+theta+1}=2 and ({G*12+F-2*2+theta+1}=0))
.....
End
which could be changed to
Code: [Select]
If getKey(2)
!If {G*12+F-1*2+theta+1}-2
!If {G*12+F-2*2+theta+1}
.....
End
End
End
which would help a lot for speed but make the game bigger :P

Also stuff like
Code: [Select]
0->{G*12+F+1*2+theta}
0->{G*12+F+1*2+theta+1}
can be easily changed to
Code: [Select]
0->{G*12+F+1*2+theta}^^ralthough of course that doesn't work for any number besides 0

Also there were a few equality checks that could be improved;
Code: [Select]
ElseIf {A*4+L1+300}=2
Code: [Select]
Else!If {A*4+L1+300}-2
You should check out my Optimization Compilation- I bet with that you could easily shave off a lot of cycles (and bytes)[/shameless plug]
« Last Edit: January 09, 2011, 03:50:12 pm by squidgetx »

Offline nemo

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Re: Trio and Niko: Falling
« Reply #293 on: January 09, 2011, 03:49:17 pm »
if you have a bunch of calculations like
Code: [Select]
G*12+F+1*2+theta

a lot of times in a loop, it's a better idea to store it into a tempvar at the beginning of the loop and then just reference the tempvar.

Ashbad

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Re: Trio and Niko: Falling
« Reply #294 on: January 09, 2011, 03:55:54 pm »
Thanks guys for the ideas, they're actually really good, and I appreciate them :D :D

Now that I think of it, your optimizations could shave a TON of wasted space and speed right off the block... and that could mean that when enemies are introduced, it'll be as fast as it is now :D

And squidget: maybe it will be 9000FPS, but that's still one FPS short... ;)
« Last Edit: January 09, 2011, 03:56:05 pm by Ashbad »

Offline Deep Toaster

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Re: Trio and Niko: Falling
« Reply #295 on: January 09, 2011, 04:17:00 pm »
Those graphics look really good! Nice use of 4-level.

*go KC, beat the ravens so the steelers have an easy game next week *

... ;D




Ashbad

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Re: Trio and Niko: Falling
« Reply #296 on: January 09, 2011, 04:29:51 pm »
Those graphics look really good! Nice use of 4-level.

*go KC, beat the ravens so the steelers have an easy game next week *

... ;D

Thanks!  ...and do you happen to be a steelers fan too, or do you also hate the ravens? :D

EDIT: though they usually go hand in hand :D
« Last Edit: January 09, 2011, 04:30:13 pm by Ashbad »

Ashbad

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Re: Trio and Niko: Falling
« Reply #297 on: January 09, 2011, 09:31:45 pm »
Well, got a rudimentary enemies system working, will post tomorrow.  time to go to bed... but first, just wanna let y'all know you can look at the first post to see all updates ;)

Offline c.sprinkle

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Re: Trio and Niko: Falling
« Reply #298 on: January 10, 2011, 02:48:39 am »
Aside from the fact that you double-posted, it looks really nice. Nice progress, Ashbad!
« Last Edit: January 10, 2011, 02:48:51 am by c.sprinkle »

Ashbad

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Re: Trio and Niko: Falling
« Reply #299 on: January 10, 2011, 01:23:41 pm »
Well, I did get much farther.  It now supports multiple enemies!  But there are alos many other changes, Will tell you more later.  But in a nutshell:

Enemies will be simple in design, they all just randomly walk around.  there will be 8 different types, whichwill be same in many ways except that they might move at different speeds or more damage or are invulnerable to your sword and only take damage from magic.  I am gonna screw the idea of the 2nd item thing, too slow, and waste of space.  there will be 3 different tile types:  Solid, walkable, Moveable, and Spiked.  Though, I plan on having 256 different tiles altogether :D

Plus, magic will have a role as the second weapon.  But for now, not really much on that.

I still need to optimize as well, and make screen changes and a few other things.  but I can guesss that I'm 75% done with coding already  8)