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Messages - MGOS
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241
« on: February 18, 2012, 11:19:28 am »
Questions about interrupts: Are the interrupt calls depending on the length of the interrupt function? So if the time of execution of an interrupt is longer than the time beetween the interrupts, will then the current interrupt abort, will the program skip the next interupt or will it be executed right after it is finished?
Secondly, why stops the counter in this program on a real calculator (the program still runs until you press clear), but on the emulator in counts forever?
FnOn Fix 5 0->C fnInt(IN,0) ClrDraw Repeat getkey(15) Text(0,0,C>Dec DispGraph End LnReg Fix 4 Return
Lbl IN C++ Return
242
« on: February 16, 2012, 12:50:48 am »
I don't know the exact numbers, but for up to 64 pixel sprites it works quite well in my games.
243
« on: February 07, 2012, 12:26:10 am »
I have a question concerning this particular routine. Would it work for 8x8 sprites? EDIT: Also how would go about it so that when I press a button the rotation occurs to a certain degree depending on how long u held it for?
Yeah, of course. This routine works for any sprites, any size. If you store each black pixel's coordinate to the memory before the main loop, it'll be much faster.
244
« on: February 04, 2012, 01:44:16 pm »
UPDATE:Finally, I added movement with the up/down keys. All other functions are mostly the same, but there are some slight changes: - Bullets appear closer to the enemys/turret.
- Helicopters' bullets don't hurt each other
- Pause screen showing current level, score and health (press ALPHA). Hitting DEL in the pause screen will pretend that the calculator is off (teacher key; but it is indicated by one single pixel on in the top left corner)
That's everything for now, have fun playing!
245
« on: February 04, 2012, 11:18:32 am »
That with the bullets will be fixed soon.
The white dots are caused by the rotating algorithm. I think I have to use different sprites for each position to fix that.
Normally, a flak gun is mounted on the floor with four legs (like the old screenies show). But to spice things up, buttsfredkin and me had both the idea to let it be able to move around. That's why it is now a tank. I think I'm gonna change the name as well.
EDIT: I looked up that there actually are FlaK Tanks, for example the German [wikipedia]Flakpanzer Gepard[/wikipedia], so I will call it FLAKPZ of FLAKTANK.
246
« on: February 04, 2012, 08:55:59 am »
Ok, the basics of tank moving are included, and a pause screen is added as well. The only remaing issue is the graphics. I used sprite rotating for the tank, but it didn't turn out as good as I hoped. So should I use - this sprite rotation (ugly)
- 8 different sprites for 16 positions (bigger program size)
- vector graphics (slower speed)
All of them aren't too difficult, but which should I use?
247
« on: February 04, 2012, 03:06:42 am »
Well I was thinking like something like in Base 671. Arrows to steer, two buttons for forward/reverse, and a button to shoot.
Yeah, that's what I thought too. The turret is fixed on the tank, so you'd have to steer in order to alignthe turret. I think that this will make the game more interesting and perhaps a bit easier because the helicopters won't have that much precision when they have to fire on a moving object.
248
« on: February 03, 2012, 03:18:53 pm »
I actually had the idea to mount the gun on a tank which allows you to move forward or backwards, but in a closed area.
249
« on: January 30, 2012, 12:22:53 am »
Thanks for the offer, I'm not sure if I need this yet. Maybe later, when a highscore list is added or so. (something that gives a reason for multiple menu choises)
250
« on: January 29, 2012, 09:52:59 am »
Time for an UPDATE!!!As said, I have now implemented those powerups. - Heart / Health regenerator:
- Stopwatch:
- 2x / Rapid Fire:
- Crosshairs / Auto aiming:
- Strong bullets:
| Regenerates health slowly Slows down the speed of Helicopters, their spawning and their shooting frequency Doubles your shooting and reloading frequency Moves the turret automatically to the first helicopter Doubles the damage of the bullets
|
Have fun playing.
251
« on: January 29, 2012, 06:57:36 am »
Maybe divide the health bar into two bars ?
Yeah, thats a good solution. Maybe I will also shrink the bullet bar a bit horizontally, so there's a 7x7 space for displaying the powerup. Example: Powerups: Health regenerator, Stopwatch, Crosshairs, Rapid fire, Strong bullets
252
« on: January 29, 2012, 06:33:10 am »
Good idea What I would do though instead of "killing two helicopters within a small period of time", is adding a new bar that would be the powerup bar. It decreases slowly and killing helicopters fills it. And when it is full, you have the powerup, or a special copter come and gives you the power up when dead.
Even better, thanks for the suggestion. I try what I can do. Now the only problem I have to deal with is the space on the screen where this bar can fit.
253
« on: January 29, 2012, 05:50:04 am »
Sorry for double post, but I came up with an idea to make my game more interesting and it shouldn't be that difficult: If you kill two helicopters within a small period of time, you get one of five random power-ups/items. You can activate an item by pressing ALPHA and it stays for a specific amount of time, before it deactivates and you can get a new one. - Heart / Health regenerator:
- Stopwatch:
- Rapid Fire:
- Crosshairs / Auto aiming:
- Strong bullets:
| Regenerates health slowly Slows down the speed of Helicopters, their spawning and their shooting frequency Doubles your shooting and reloading frequency Moves the turret automatically to the first helicopter Doubles the damage of the bullets
|
Let me know what do you think of this idea or if you have another power-up/item suggestion
254
« on: January 29, 2012, 04:22:55 am »
What does it sound like to have 5 1/8th notes in a row?
Just like 5 1/8 notes should sound like, with a short break between them. So you can't make a long note out of several shorter notes. The program needs time to calculate and display the stuff between playing the notes.
255
« on: January 28, 2012, 04:23:23 pm »
Longer notes are going to be implemented, but that will have to wait a while...
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