Author Topic: N sprites  (Read 15245 times)

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Offline kalan_vod

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N sprites
« Reply #60 on: May 15, 2006, 01:42:00 pm »
I would love it in z80, but you only have a 68k calc right?

Liazon

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« Reply #61 on: May 15, 2006, 02:36:00 pm »
I could always borrow a friend's calc, but ya, the main reason why I don't do z80 is because I can't seem to get anything to compile these days.

also, I feel really overwhelmed because this is my first real project.  I don't really know where to start coding.  Thoughts brew in my head, such as, should I start with the tilemapper? should I make external level support available? should I work on the physics/character movement/key input engine first? when should I start puting enemies in the picture.  I have no idea.  

Right now, it boils down to: should I start with movement first, or tilemap reading and writing?

tenniskid493

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« Reply #62 on: May 15, 2006, 03:05:00 pm »
I know exactly how you feel.  I bit way more off than I could chew when I started this forum RPG.  I had to learn 3 new languages just to be able to make it :)smile.gif  but I just keep going with it, no matter how little progress I see or how undetermined I get.  Let me tell you, support forums like this can be your best friend.  Just post a question and all the more experienced people here will help out.

Liazon

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« Reply #63 on: May 23, 2006, 12:14:00 pm »
Notes: (just writing down ideas so I don't forget XDsmiley.gif )

lots of math to look at.  I have to decide between two tiling methods.  

so far, I've got a player structure that has an x position and a y position.  there's key counter too for each key.  The hard part is to decide how to write a scheme for position change.  I can't have the character change more than 2-3 pixels in position or the character might possible pass through enemies during the enemy collision.

I was thinking that the key counter has a set limit so you can't hold the jump key and go up forever constantly accelerating/decelerating. and you can't run and get faster and faster.  I think a seperate variable for additional vector effect is needed to allow for jump pads.

Things that affect position:
1.) key press
2.) tile vector structure
3.) jump pads

I think that's it.

Jump pads is it's own curved equation in itself.  So is key press.  I don't want to add many calculations by adding together 2 different log/exp/quadratic equations.  That's why I originally wanted to position change variables for both x and y.  The first position change would affect the second, and the second put into an equation and modified by tile vectors would result in the final position change of 1-2 pixels per loop.  I'm guessing that the speed of the 68k will make periods of not moving and moving seem like the sprite is slowing down.
So moving 1 pixel every game loop is maximum speed.  Idk how double buffering will affect the speed and the blurriness of the game.

Oh ya, i forgot, to make everything work correctly, I'll have to make all the maps the same size.  IIRC, the screen coordinates and map coordinates of tilemap engine and the screen itself are 0,0 at the top left, whereas most of my math right now is done with 0,0 at the bottom left.  I'll have to change stuff to make it work.

As for tiles, tiles have an associated tile vector structure.  As long as the sprite is "on" that tile, the tile vector will change the position change.  So  a slope of 45 degrees might have a -1/-1, which will reduce the + whatever that the run key gives.  The vertical and horizontal tiles will have INSANELY high vector changes, making it possible to run up a vertical wall if you're fast enough.  (idk if i like this though)

Calculation Processes:
1.) key input calculation
2.) tile vector calculation
3.) jump pad calculaton
4.) INSANE DEATH velocity detection.
I hope the complexity of my design doesn't slow the game down.  there's just so many variables in the problem I've kinda lost where to start and not screw up so badly i'm totally discouraged.  Maybe it's about time to work on r/p/s again. :(sad.gif

btw, what does this mean?
c1-->
CODE
ec1
DelVar XRepeat 0
A->B:getKey->A
If Ans:Then
(X+1)(Ans=B->X
Output(1,1,Ans
Else:ClrHome
End:rand(1:End
c2
ec2

Offline Ranman

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« Reply #64 on: May 24, 2006, 11:02:00 am »
I vote for no scrolling too... Alex is right. No matter how many screen buffers you have, a complete LCD refresh cycle is not good enough. If scrolling is too fast, then the screen will be burry.

I finally looked at the N-Game on the internet. Wow!! O_O What a cool game! Great idea for a port!

Let me know if you ever get stuck or need an idea.

Ranman
Bringing Randy Glover's Jumpman to the TI-89 calculator. Download available at Ticalc.

Offline Spellshaper

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« Reply #65 on: May 24, 2006, 11:04:00 am »
QuoteBegin-Ranman+May 25 2006, 12:02 AM-->
QUOTE (Ranman @ May 25 2006, 12:02 AM)
I finally looked at the N-Game on the internet. Wow!! O_O What a cool game! Great idea for a port!

Yeah ^^
I'm still trying to beat all the episodes :ninja:ninja.gif

same:

In that case, maybe I'll use the 4x4 sprites that CDI made on MC.  I just don't like that too much because of the tile mapping.

Liazon

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N sprites
« Reply #66 on: May 24, 2006, 02:31:00 pm »
QuoteBegin-Spellshaper+May 24 2006, 05:04 PM-->
QUOTE (Spellshaper @ May 24 2006, 05:04 PM)
QuoteBegin-Ranman+May 25 2006, 12:02 AM-->
QUOTE (Ranman @ May 25 2006, 12:02 AM)
I finally looked at the N-Game on the internet. Wow!! O_O What a cool game! Great idea for a port!

Yeah ^^
I'm still trying to beat all the episodes :ninja:ninja.gif

Same here

Ranman: in that case I'll just use teh 4x4 sprites that CDI originally drew.  I just don't like them as much.  And the tilemapping.

OR

should I just break up maps into screen sized pieces and then just display the correct piece that the Ninja is in?

really, the only bad thing about moving is that it affects precision movement and avoiding enemies by close margins.  The bluriness would probably make it impossible to tell exactly how much room you have for error.

Offline DJ Omnimaga

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« Reply #67 on: May 24, 2006, 02:35:00 pm »
I tried the flash version and its wicked amazing I cant wait to see this come out for 89

Liazon

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« Reply #68 on: May 31, 2006, 09:47:00 am »
Perhaps I was over ambitious.  I mean, I've never really programed anything in my life.  How did I expect myself to pull a fully working game out of thin air if I couldn't even get the basics right?  Things have just been really frustrating.  Maybe I should pack and up and really give a truthful assessment of my real abilities.  It is possible that perhaps I don't have any and I really am not a programmer at all.  I'm just a guy likes to read tutorials about programming but never gets a change to write some code.

I'm sorry I've failed you guys.  Its a feeling that has persisted for awhile now, ever since I became staff.  I won't abandon the project, but it might have to be pushed back.  Looking at things now, I might have to revive DEM or r/p/s instead and work on something easier like those projects.  I have to admit, I'm really struggling to find a place in the ti community.

edit: oh ya, SilverCalcKnight on UTI plans to work on his own 89 basic version.

Alex

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N sprites
« Reply #69 on: May 31, 2006, 12:36:00 pm »
Liazon, don't give up. My advice is that you make a couple of mini-games first, to get your feet wet with TIGCC. Ask us questions (also try the TIGCC board, http://tigcc.ticalc.org) and we will do our best to help you.

N-Game is a very ambitious and complex game to code. Keep in mind that the 'original' was "coded" in Flash, which has some very straight-forward routines for terrain detection, collision, etc. - coding it in C, where you have to do everything yourself is of course a very grueling task.

- Alex

Offline Radical Pi

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« Reply #70 on: May 31, 2006, 01:06:00 pm »
I say don't give up. Your story is progressing like mine so far, except I'm not telling anyone I can't handle my projects. I was going to post something in the WoM forum about some 'halted progress' but once again you beat me to it.
There's nothing wrong with constantly looking back over tutorials, or even just writing ones for the practice. Not writing any code might be a problem eventually...
One of these days I'll get a sig I'm really proud of.

Offline DJ Omnimaga

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« Reply #71 on: May 31, 2006, 01:14:00 pm »
I see low self esteem in there. Liazon dont give up always feel free to ask help if you need it even if you don't want to.  

shadow

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« Reply #72 on: May 31, 2006, 01:50:00 pm »
umm is just me or do a lot of poeple on this site seem depressed/have low self esteem....


(XDsmiley.gif 100th post!!! XDsmiley.gif WOOT)  

Offline DJ Omnimaga

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« Reply #73 on: May 31, 2006, 02:30:00 pm »
QuoteBegin-shadow+May 31 2006, 08:50 PM-->
QUOTE (shadow @ May 31 2006, 08:50 PM)
umm is just me or do a lot of poeple on this site seem depressed/have low self esteem....

yeah unfortunately there is a lot of ppl (staff mostly) who arent feeling very well/are depressed on omnimaga :(sad.gif , and this includes me as well. They are also some of the nicest ppl I've met online tho and I'm glad ppl can provide help to each others here or stuff like this. Life is generally unfair to those who deserve it the most

QuoteBegin
-->
QUOTE

(XDsmiley.gif 100th post!!! XDsmiley.gif WOOT)
This morning I reached 1000

spengo

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« Reply #74 on: May 31, 2006, 02:49:00 pm »
I'm not depressed. How can you be depressed if you are making an awesome game like n-game. Think about all the uber stuff about yourself and quit being depressed. This game will pwn when it's finished!