Well, it's really big so make sure you have enough memory wherever to receive it. Even the size a VAT can get on an SE is enough to make it impossible to send/run.
Done! All of them are 20 pix tall, but that's fixable..
Btw "Base" is the one I built off of for most of them, if someone else wants to make some that's the starting template
Spoiler For Spoiler:
TI calc font (from Tokens or otherwise, or just pixel art), 14 pt, antialias off. Initially make in final color, copy to new image, color in white. Resize canvas of original, colored text (not scale, resize) to something like 150 wide and 18 tall. Move Colored text to zero, create new layer and bring to front if necessary.
Copy white text to (transparent) back layer, align with colored text. Deselect, gaussian blur. Twice.
Merge layers, copy to image with base (smart idea is to put it in a separate layer) Make sure the font has a gap of 3 pixels between the top of a capital letter and the black border. Also have the gap from the right-side black border to the rightmost part of the font be 4 pix. That or left align, so it's one "space" from the alpha (α), a gap of 14 pixels. Vertical alignment shouldn't be a problem
Merge glowy text layer to base layer. Save as whatever
EDIT: added lobster bar EDIT2: the typical "<website> user" bar.
As I said, I haven't put much time into it I don't really plan on anything too complex atm, first things first (ie the engine) I can't get too complex with this, b/c I have only ~6mhz to play around with.
For a game I've been planning on making (platformer SHMUP), I would need a somewhat-complex AI. What it would do in the end would be follow/home in on the player in a physics-based enviroment--jumping over holes and such. Also I plan on making it shoot, but I haven't thought about that so much yet.
This obviously isn't code, but thoughts. Final thing will probably be in axe, but the ideas are pretty much general and could be applied to axe, asm, maybe even basic. Anyway, what I have so far:
Spoiler For kind of big:
If player is to the left of AI If area to left is open If there is floor to the left Move left Else If there is floor two or three tiles to the left and there is no wall two or three tiles to the left Move left and jump Else Check above? Maybe just jump and keep checking End End Else If area to the right is open If there is floor to the right Move right Else If there is floor two or three tiles to the left and there is no wall two or three tiles to the left Move left and jump Else Check above? Maybe just jump and keep checking End End Else Jump, set something to check if area to left is open then right. If AI lands without moving left or right, then the AI must be in a pit-—idk what to do at this point End End End
.next part is pretty much same as previous--just switch "left" with "right" and vice-versa =P If player is to the right of AI If area to right is open If there is floor to the right Move right Else If there is floor two or three tiles to the right and there is no wall two or three tiles to the right Move right and jump Else Check above? Maybe just jump and keep checking End End Else If area to the left is open If there is floor to the left Move left Else If there is floor two or three tiles to the right and there is no wall two or three tiles to the right Move right and jump Else Check above? Maybe just jump and keep checking End End Else Jump, set something to check if area to right is open then left. If AI lands without moving right or left, then the AI must be in a pit-—idk what to do at this point End End End
It's not exactly organized, and I don't have it check for whether player is above or below (ie if it were below it would look for a hole that's not a pit), or if there's a ledge it can jump over a hole onto, but one gets the general idea.
I was wondering if this has been experimented with before in calc games, how practical it would be, and if there would be a better way to organize this stuff. Also if there's any ideas I've overlooked..
I think the problem would be both keeping semi0-smooth grayscale and sound going at the same time. Tho, a fast interrupt and short bits of sound would probably work...
Idk, at one point I figured rather than make a new thread for every mini-game (pretty much all I was making for a while) I'd just combine them into one big thread. After a while I just got used to it and put pretty much everything in one thread, tho i've started separating (ie ds in its own topic)
Another idea I've been playing around with--physics platformer SHUMP. Can't say I've seen many of those, and I could imagine it being interesting to make... Probably not different levels or a released editor, just one giant map with something endurance challenge-style or something. Maybe a sword or dagger as a backup weapon when you run out of ammo and need to get to the pickup